diff options
author | gvcoman <none@none> | 2008-11-14 20:40:35 -0600 |
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committer | gvcoman <none@none> | 2008-11-14 20:40:35 -0600 |
commit | 5deef1bb59ba53570d481a97e5c1df39ef316f37 (patch) | |
tree | 334e913e1247419d2ad485f1681e859aa8875044 /src/game/TotemAI.cpp | |
parent | 3085e66b966fec0012decf2543c7e32064b47102 (diff) |
[svn] * Reimplemented packet/update forwarding in more generic way
* Implemented far sight spells (Far Sight, Eagle Eye, etc) at unlimited range and properly forward packets
* Implemented bind vision spells (Mind Vision, etc) to forward packets at unlimited distance
* Implemented Sentry Totem (both vision switching/forwarding and alerting)
* Other misc possession fixes
* Added .bindsight and .unbindsight commands
Please test out the above spells (including Mind Control) and report any issues on the forums.
--HG--
branch : trunk
Diffstat (limited to 'src/game/TotemAI.cpp')
-rw-r--r-- | src/game/TotemAI.cpp | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/src/game/TotemAI.cpp b/src/game/TotemAI.cpp index f68d26df49d..7b99a8f0358 100644 --- a/src/game/TotemAI.cpp +++ b/src/game/TotemAI.cpp @@ -122,4 +122,13 @@ TotemAI::IsVisible(Unit *) const void TotemAI::AttackStart(Unit *) { + // Sentry totem sends ping on attack + if (i_totem.GetEntry() == SENTRY_TOTEM_ENTRY && i_totem.GetOwner()->GetTypeId() == TYPEID_PLAYER) + { + WorldPacket data(MSG_MINIMAP_PING, (8+4+4)); + data << i_totem.GetGUID(); + data << i_totem.GetPositionX(); + data << i_totem.GetPositionY(); + ((Player*)i_totem.GetOwner())->GetSession()->SendPacket(&data); + } } |