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authorshadowu@mail.bg <none@none>2008-12-19 00:37:40 +0200
committershadowu@mail.bg <none@none>2008-12-19 00:37:40 +0200
commit51f0c70b7ea7eca2b0fcc05a38fa155b7378741f (patch)
tree52f9e2db42bfc10d9fd8b65b26c9884ae6ebe71c /src/game/Creature.cpp
parent058db69e0730975cd0e3e03e5abca78828808dd8 (diff)
*Movement Generators standardization.
- bool GetDestination(&x,&y,&z) added to all movement generators.(it is used by update of players view distance) - Fixed when creature entering in combat not count this as StoppedByPlayer. - Random Movement Generator - added support for creating custom spawndist during the game. - Random Movement Generator - Db spawndist is checked only at initialize(NOT in each sellect of random location). - Added Random Movement to motion master - it can be called now by MoveRandom(spawndist) e.g. for use in SD2. - Home and Random movements no more using RespawnCoords(Home Position has implemented) - Fixed bug when creature is moving on path and enter combat, after that returns to spawn position. -Typo fix in Confused Movement Generator --HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.cpp')
-rw-r--r--src/game/Creature.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index c70ffdba940..3fc5598295a 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -1403,8 +1403,10 @@ bool Creature::LoadFromDB(uint32 guid, Map *map)
sLog.outError("ERROR: Creature (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)",GetGUIDLow(),GetEntry(),GetPositionX(),GetPositionY());
return false;
}
-
- m_respawnradius = data->spawndist;
+ //We should set first home position, because then AI calls home movement
+ SetHomePosition(data->posX,data->posY,data->posZ,data->orientation);
+
+ m_respawnradius = data->spawndist;
m_respawnDelay = data->spawntimesecs;
m_isDeadByDefault = data->is_dead;
@@ -2003,7 +2005,7 @@ bool Creature::IsOutOfThreatArea(Unit* pVictim) const
if(sMapStore.LookupEntry(GetMapId())->IsDungeon())
return false;
- float length = pVictim->GetDistance(CombatStartX,CombatStartY,CombatStartZ);
+ float length = pVictim->GetDistance(mHome_X, mHome_Y, mHome_Z);
float AttackDist = GetAttackDistance(pVictim);
uint32 ThreatRadius = sWorld.getConfig(CONFIG_THREAT_RADIUS);