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authorn0n4m3 <none@none>2010-01-16 19:51:59 +0300
committern0n4m3 <none@none>2010-01-16 19:51:59 +0300
commit720318e85601321d633103ab61b6efdadbdf5965 (patch)
tree5b5bf43aa6356a01fde66835dc38e3fae56dd288 /src/game/Creature.h
parenta29727e4238d0a02dab80fb7489af59848c21a03 (diff)
Implement option to use delay in ForcedDespawn for creature, allow use delayed forced despawn also in EAI, by NoFantasy.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.h')
-rw-r--r--src/game/Creature.h13
1 files changed, 12 insertions, 1 deletions
diff --git a/src/game/Creature.h b/src/game/Creature.h
index cd9f30f703a..efc09deb49f 100644
--- a/src/game/Creature.h
+++ b/src/game/Creature.h
@@ -589,7 +589,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
void RemoveCorpse();
bool isDeadByDefault() const { return m_isDeadByDefault; };
- void ForcedDespawn();
+ void ForcedDespawn(uint32 timeMSToDespawn = 0);
time_t const& GetRespawnTime() const { return m_respawnTime; }
time_t GetRespawnTimeEx() const;
@@ -710,6 +710,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
CreatureData const* m_creatureData;
uint16 m_LootMode; // bitmask, default DEFAULT_LOOT_MODE, determines what loot will be lootable
+
private:
//WaypointMovementGenerator vars
uint32 m_waypointID;
@@ -734,4 +735,14 @@ class AssistDelayEvent : public BasicEvent
Unit& m_owner;
};
+class ForcedDespawnDelayEvent : public BasicEvent
+{
+ public:
+ ForcedDespawnDelayEvent(Creature& owner) : BasicEvent(), m_owner(owner) { }
+ bool Execute(uint64 e_time, uint32 p_time);
+
+ private:
+ Creature& m_owner;
+};
+
#endif