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authormegamage <none@none>2009-03-13 18:28:10 -0600
committermegamage <none@none>2009-03-13 18:28:10 -0600
commitc3d14c82419ca06bae620df9560133cd16b4caed (patch)
tree920bb242fdf1a0ccf916d44e489871c8626aaeff /src/game/Unit.h
parentc823272e34f0cbd1ec796e959bddb853ce34ce9e (diff)
[7450] Fixes and improvements in TARGET_BEHIND_VICTIM, SPELL_EFFECT_JUMP2, SPELL_EFFECT_TELEPORT_UNITS work. Author: VladimirMangos
* Move near teleport code for player/creature in Unit::NearTeleportTo * Allow correctly seelct target and end point orientation for script casted spells with TARGET_BEHIND_VICTIM * Replace use BuildTeleportAckMsg by BuildHeartBeatMsg for creature teleports. BuildTeleportAckMsg set active mover for targeted player to affected creature and "freeze" player. --HG-- branch : trunk
Diffstat (limited to 'src/game/Unit.h')
-rw-r--r--src/game/Unit.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/game/Unit.h b/src/game/Unit.h
index 1f199445f12..6c3fb560788 100644
--- a/src/game/Unit.h
+++ b/src/game/Unit.h
@@ -1144,6 +1144,8 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
void SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage, SpellSchoolMask damageSchoolMask,uint32 AbsorbedDamage, uint32 Resist,bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
void SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo);
+ void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false);
+
void SendMonsterStop();
void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 Time, Player* player = NULL);
//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL);