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authorRiztazz <felianther15@gmail.com>2016-11-25 00:31:10 +0100
committerShauren <shauren.trinity@gmail.com>2019-08-17 20:04:14 +0200
commit2caec4f4d20b4c0f91abbcc60b756e00838c7bdd (patch)
tree6dcc7dcdd3ed501a1ca87809fec05f7ccfb2a8bc /src/server/game/AI/ScriptedAI
parent7d60b9a289ee0942cf57b49626c0f3f9caeed331 (diff)
Revert "[3.3.5][master] Core/Movement: Smooth movement #13467 (#18020)"
This reverts commit 05fb27dae4e8af859e01e5b9e52b082cba217657. (cherrypicked from a3c6880579f3326088ecbe5b8c08c4b75ed91a59)
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp350
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.h38
2 files changed, 231 insertions, 157 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 1dda5017208..42f209baa7d 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -31,8 +31,6 @@ EndScriptData */
#include "MotionMaster.h"
#include "ObjectAccessor.h"
#include "Player.h"
-#include "WaypointDefines.h"
-#include "WaypointMovementGenerator.h"
enum Points
{
@@ -41,11 +39,10 @@ enum Points
};
npc_escortAI::npc_escortAI(Creature* creature) : ScriptedAI(creature),
- m_uiWPWaitTimer(1000),
- m_uiPlayerCheckTimer(0),
+ m_uiWPWaitTimer(2500),
+ m_uiPlayerCheckTimer(1000),
m_uiEscortState(STATE_ESCORT_NONE),
MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
- LastWP(0),
m_pQuestForEscort(NULL),
m_bIsActiveAttacker(true),
m_bIsRunning(false),
@@ -54,11 +51,24 @@ npc_escortAI::npc_escortAI(Creature* creature) : ScriptedAI(creature),
DespawnAtEnd(true),
DespawnAtFar(true),
ScriptWP(false),
- HasImmuneToNPCFlags(false),
- m_bStarted(false),
- m_bEnded(false)
+ HasImmuneToNPCFlags(false)
{ }
+void npc_escortAI::AttackStart(Unit* who)
+{
+ if (!who)
+ return;
+
+ if (me->Attack(who, true))
+ {
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
+ me->GetMotionMaster()->MovementExpired();
+
+ if (IsCombatMovementAllowed())
+ me->GetMotionMaster()->MoveChase(who);
+ }
+}
+
Player* npc_escortAI::GetPlayerForEscort()
{
return ObjectAccessor::GetPlayer(*me, m_uiPlayerGUID);
@@ -104,15 +114,38 @@ bool npc_escortAI::AssistPlayerInCombatAgainst(Unit* who)
void npc_escortAI::MoveInLineOfSight(Unit* who)
{
- if (me->GetVictim())
- return;
-
if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
+ {
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombatAgainst(who))
return;
- if (me->CanStartAttack(who, false))
- AttackStart(who);
+ if (!me->CanFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
+ return;
+
+ if (me->IsHostileTo(who))
+ {
+ float fAttackRadius = me->GetAttackDistance(who);
+ if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who))
+ {
+ if (!me->GetVictim())
+ {
+ // Clear distracted state on combat
+ if (me->HasUnitState(UNIT_STATE_DISTRACTED))
+ {
+ me->ClearUnitState(UNIT_STATE_DISTRACTED);
+ me->GetMotionMaster()->Clear();
+ }
+
+ AttackStart(who);
+ }
+ else if (me->GetMap()->IsDungeon())
+ {
+ who->SetInCombatWith(me);
+ me->AddThreat(who, 0.0f);
+ }
+ }
+ }
+ }
}
void npc_escortAI::JustDied(Unit* /*killer*/)
@@ -136,13 +169,13 @@ void npc_escortAI::JustDied(Unit* /*killer*/)
void npc_escortAI::JustRespawned()
{
- RemoveEscortState(STATE_ESCORT_ESCORTING | STATE_ESCORT_RETURNING | STATE_ESCORT_PAUSED);
+ m_uiEscortState = STATE_ESCORT_NONE;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
//add a small delay before going to first waypoint, normal in near all cases
- m_uiWPWaitTimer = 1000;
+ m_uiWPWaitTimer = 2500;
if (me->getFaction() != me->GetCreatureTemplate()->faction)
me->RestoreFaction();
@@ -152,7 +185,6 @@ void npc_escortAI::JustRespawned()
void npc_escortAI::ReturnToLastPoint()
{
- me->SetWalk(false);
float x, y, z, o;
me->GetHomePosition(x, y, z, o);
me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
@@ -200,57 +232,57 @@ bool npc_escortAI::IsPlayerOrGroupInRange()
void npc_escortAI::UpdateAI(uint32 diff)
{
+ //Waypoint Updating
if (HasEscortState(STATE_ESCORT_ESCORTING) && !me->GetVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiWPWaitTimer <= diff)
{
- if (!HasEscortState(STATE_ESCORT_PAUSED))
+ //End of the line
+ if (CurrentWP == WaypointList.end())
{
- m_uiWPWaitTimer = 0;
-
- if (m_bEnded)
+ if (DespawnAtEnd)
{
- me->StopMoving();
- me->GetMotionMaster()->Clear(false);
- me->GetMotionMaster()->MoveIdle();
+ TC_LOG_DEBUG("scripts", "EscortAI reached end of waypoints");
+
+ if (m_bCanReturnToStart)
+ {
+ float fRetX, fRetY, fRetZ;
+ me->GetRespawnPosition(fRetX, fRetY, fRetZ);
- m_bEnded = false;
+ me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
- if (DespawnAtEnd)
+ m_uiWPWaitTimer = 0;
+
+ TC_LOG_DEBUG("scripts", "EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
+ return;
+ }
+
+ if (m_bCanInstantRespawn)
{
- TC_LOG_DEBUG("scripts", "EscortAI reached end of waypoints");
-
- if (m_bCanReturnToStart)
- {
- float fRetX, fRetY, fRetZ;
- me->GetRespawnPosition(fRetX, fRetY, fRetZ);
-
- me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
-
- TC_LOG_DEBUG("scripts", "EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
- }
- else if (m_bCanInstantRespawn)
- {
- me->setDeathState(JUST_DIED);
- me->Respawn();
- }
- else
- me->DespawnOrUnsummon();
+ me->setDeathState(JUST_DIED);
+ me->Respawn();
}
else
- TC_LOG_DEBUG("scripts", "EscortAI reached end of waypoints with Despawn off");
+ me->DespawnOrUnsummon();
- RemoveEscortState(STATE_ESCORT_ESCORTING);
return;
}
-
- if (!m_bStarted)
+ else
{
- m_bStarted = true;
- me->GetMotionMaster()->MovePath(_path, false);
+ TC_LOG_DEBUG("scripts", "EscortAI reached end of waypoints with Despawn off");
+
+ return;
}
- else if (WaypointMovementGenerator<Creature>* move = dynamic_cast<WaypointMovementGenerator<Creature>*>(me->GetMotionMaster()->top()))
- WaypointStart(move->GetCurrentNode());
+ }
+
+ if (!HasEscortState(STATE_ESCORT_PAUSED))
+ {
+ me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
+ TC_LOG_DEBUG("scripts", "EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
+
+ WaypointStart(CurrentWP->id);
+
+ m_uiWPWaitTimer = 0;
}
}
else
@@ -260,11 +292,12 @@ void npc_escortAI::UpdateAI(uint32 diff)
//Check if player or any member of his group is within range
if (HasEscortState(STATE_ESCORT_ESCORTING) && !m_uiPlayerGUID.IsEmpty() && !me->GetVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
{
- m_uiPlayerCheckTimer += diff;
- if (m_uiPlayerCheckTimer > 1000)
+ if (m_uiPlayerCheckTimer <= diff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
+ TC_LOG_DEBUG("scripts", "EscortAI failed because player/group was to far away or not found");
+
if (m_bCanInstantRespawn)
{
me->setDeathState(JUST_DIED);
@@ -276,8 +309,10 @@ void npc_escortAI::UpdateAI(uint32 diff)
return;
}
- m_uiPlayerCheckTimer = 0;
+ m_uiPlayerCheckTimer = 1000;
}
+ else
+ m_uiPlayerCheckTimer -= diff;
}
UpdateEscortAI(diff);
@@ -293,63 +328,44 @@ void npc_escortAI::UpdateEscortAI(uint32 /*diff*/)
void npc_escortAI::MovementInform(uint32 moveType, uint32 pointId)
{
- // no action allowed if there is no escort
- if (!HasEscortState(STATE_ESCORT_ESCORTING))
+ if (moveType != POINT_MOTION_TYPE || !HasEscortState(STATE_ESCORT_ESCORTING))
return;
- if (moveType == POINT_MOTION_TYPE)
+ //Combat start position reached, continue waypoint movement
+ if (pointId == POINT_LAST_POINT)
{
- if (!m_uiWPWaitTimer)
- m_uiWPWaitTimer = 1;
-
- //Combat start position reached, continue waypoint movement
- if (pointId == POINT_LAST_POINT)
- {
- TC_LOG_DEBUG("scripts", "EscortAI has returned to original position before combat");
+ TC_LOG_DEBUG("scripts", "EscortAI has returned to original position before combat");
- me->SetWalk(!m_bIsRunning);
- RemoveEscortState(STATE_ESCORT_RETURNING);
- }
- else if (pointId == POINT_HOME)
- {
- TC_LOG_DEBUG("scripts", "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
+ me->SetWalk(!m_bIsRunning);
+ RemoveEscortState(STATE_ESCORT_RETURNING);
- m_bStarted = false;
- }
+ if (!m_uiWPWaitTimer)
+ m_uiWPWaitTimer = 1;
}
- else if (moveType == WAYPOINT_MOTION_TYPE)
+ else if (pointId == POINT_HOME)
{
- //Call WP function
- WaypointReached(pointId);
+ TC_LOG_DEBUG("scripts", "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
- //End of the line
- if (LastWP && LastWP == pointId)
+ CurrentWP = WaypointList.begin();
+ m_uiWPWaitTimer = 1;
+ }
+ else
+ {
+ //Make sure that we are still on the right waypoint
+ if (CurrentWP->id != pointId)
{
- LastWP = 0;
-
- m_bStarted = false;
- m_bEnded = true;
-
- m_uiWPWaitTimer = 50;
-
+ TC_LOG_ERROR("misc", "TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", pointId, CurrentWP->id, me->GetEntry());
return;
}
- TC_LOG_DEBUG("scripts", "EscortAI Waypoint %u reached", pointId);
+ TC_LOG_DEBUG("scripts", "EscortAI Waypoint %u reached", CurrentWP->id);
- WaypointMovementGenerator<Creature>* move = dynamic_cast<WaypointMovementGenerator<Creature>*>(me->GetMotionMaster()->top());
-
- if (move)
- m_uiWPWaitTimer = move->GetTrackerTimer().GetExpiry();
+ //Call WP function
+ WaypointReached(CurrentWP->id);
- //Call WP start function
- if (!m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_PAUSED) && move)
- WaypointStart(move->GetCurrentNode());
+ m_uiWPWaitTimer = CurrentWP->WaitTimeMs + 1;
- if (m_bIsRunning)
- me->SetWalk(false);
- else
- me->SetWalk(true);
+ ++CurrentWP;
}
}
@@ -374,24 +390,9 @@ void npc_escortAI::OnPossess(bool apply)
void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime)
{
- Trinity::NormalizeMapCoord(x);
- Trinity::NormalizeMapCoord(y);
+ Escort_Waypoint t(id, x, y, z, waitTime);
- WaypointNode wp;
-
- wp.id = id;
- wp.x = x;
- wp.y = y;
- wp.z = z;
- wp.orientation = 0.f;
- wp.moveType = m_bIsRunning ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK;
- wp.delay = waitTime;
- wp.eventId = 0;
- wp.eventChance = 100;
-
- _path.nodes.push_back(std::move(wp));
-
- LastWP = id;
+ WaypointList.push_back(t);
// i think SD2 no longer uses this function
ScriptWP = true;
@@ -411,30 +412,10 @@ void npc_escortAI::FillPointMovementListForCreature()
if (!movePoints)
return;
- LastWP = movePoints->back().uiPointId;
-
- for (const ScriptPointMove &point : *movePoints)
+ for (ScriptPointVector::const_iterator itr = movePoints->begin(); itr != movePoints->end(); ++itr)
{
- WaypointNode wp;
-
- float x = point.fX;
- float y = point.fY;
- float z = point.fZ;
-
- Trinity::NormalizeMapCoord(x);
- Trinity::NormalizeMapCoord(y);
-
- wp.id = point.uiPointId;
- wp.x = x;
- wp.y = y;
- wp.z = z;
- wp.orientation = 0.f;
- wp.moveType = m_bIsRunning ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK;
- wp.delay = point.uiWaitTime;
- wp.eventId = 0;
- wp.eventChance = 100;
-
- _path.nodes.push_back(std::move(wp));
+ Escort_Waypoint point(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
+ WaypointList.push_back(point);
}
}
@@ -473,6 +454,20 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
return;
}
+ if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
+ {
+ if (!WaypointList.empty())
+ WaypointList.clear();
+ FillPointMovementListForCreature();
+ }
+
+ if (WaypointList.empty())
+ {
+ TC_LOG_ERROR("scripts", "EscortAI (script: %s, creature entry: %u) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).",
+ me->GetScriptName().c_str(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
+ return;
+ }
+
//set variables
m_bIsActiveAttacker = isActiveAttacker;
m_bIsRunning = run;
@@ -483,16 +478,12 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
m_bCanInstantRespawn = instantRespawn;
m_bCanReturnToStart = canLoopPath;
- if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
- FillPointMovementListForCreature();
-
if (m_bCanReturnToStart && m_bCanInstantRespawn)
TC_LOG_DEBUG("scripts", "EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
- me->StopMoving();
- me->GetMotionMaster()->Clear(false);
+ me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MoveIdle();
TC_LOG_DEBUG("scripts", "EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
@@ -506,7 +497,9 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
me->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC);
}
- TC_LOG_DEBUG("scripts", "EscortAI started. ActiveAttacker = %d, Run = %d, PlayerGUID = %s", uint32(m_bIsActiveAttacker), uint32(m_bIsRunning), m_uiPlayerGUID.ToString().c_str());
+ TC_LOG_DEBUG("scripts", "EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, %s", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID.ToString().c_str());
+
+ CurrentWP = WaypointList.begin();
//Set initial speed
if (m_bIsRunning)
@@ -514,8 +507,6 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
else
me->SetWalk(true);
- m_bStarted = false;
-
AddEscortState(STATE_ESCORT_ESCORTING);
}
@@ -525,14 +516,73 @@ void npc_escortAI::SetEscortPaused(bool on)
return;
if (on)
- {
AddEscortState(STATE_ESCORT_PAUSED);
- me->StopMoving();
- }
else
- {
RemoveEscortState(STATE_ESCORT_PAUSED);
- if (WaypointMovementGenerator<Creature>* move = dynamic_cast<WaypointMovementGenerator<Creature>*>(me->GetMotionMaster()->top()))
- move->GetTrackerTimer().Reset(1);
+}
+
+bool npc_escortAI::SetNextWaypoint(uint32 pointId, float x, float y, float z, float orientation)
+{
+ me->UpdatePosition(x, y, z, orientation);
+ return SetNextWaypoint(pointId, false, true);
+}
+
+bool npc_escortAI::SetNextWaypoint(uint32 pointId, bool setPosition, bool resetWaypointsOnFail)
+{
+ if (!WaypointList.empty())
+ WaypointList.clear();
+
+ FillPointMovementListForCreature();
+
+ if (WaypointList.empty())
+ return false;
+
+ size_t const size = WaypointList.size();
+ Escort_Waypoint waypoint(0, 0, 0, 0, 0);
+ do
+ {
+ waypoint = WaypointList.front();
+ WaypointList.pop_front();
+ if (waypoint.id == pointId)
+ {
+ if (setPosition)
+ me->UpdatePosition(waypoint.x, waypoint.y, waypoint.z, me->GetOrientation());
+
+ CurrentWP = WaypointList.begin();
+ return true;
+ }
}
+ while (!WaypointList.empty());
+
+ // we failed.
+ // we reset the waypoints in the start; if we pulled any, reset it again
+ if (resetWaypointsOnFail && size != WaypointList.size())
+ {
+ if (!WaypointList.empty())
+ WaypointList.clear();
+
+ FillPointMovementListForCreature();
+ }
+
+ return false;
+}
+
+bool npc_escortAI::GetWaypointPosition(uint32 pointId, float& x, float& y, float& z)
+{
+ ScriptPointVector const* waypoints = sScriptSystemMgr->GetPointMoveList(me->GetEntry());
+ if (!waypoints)
+ return false;
+
+ for (ScriptPointVector::const_iterator itr = waypoints->begin(); itr != waypoints->end(); ++itr)
+ {
+ if (itr->uiPointId == pointId)
+ {
+ x = itr->fX;
+ y = itr->fY;
+ z = itr->fZ;
+ return true;
+ }
+ }
+
+ return false;
}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
index d4837e940f8..2ef401e9fdd 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
@@ -21,12 +21,29 @@
#include "ScriptedCreature.h"
#include "ScriptSystem.h"
-#include "WaypointDefines.h"
class Quest;
#define DEFAULT_MAX_PLAYER_DISTANCE 50
+struct Escort_Waypoint
+{
+ Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
+ {
+ id = _id;
+ x = _x;
+ y = _y;
+ z = _z;
+ WaitTimeMs = _w;
+ }
+
+ uint32 id;
+ float x;
+ float y;
+ float z;
+ uint32 WaitTimeMs;
+};
+
enum eEscortState
{
STATE_ESCORT_NONE = 0x000, //nothing in progress
@@ -42,6 +59,7 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
~npc_escortAI() { }
// CreatureAI functions
+ void AttackStart(Unit* who) override;
void MoveInLineOfSight(Unit* who) override;
@@ -61,6 +79,15 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
// EscortAI functions
void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime = 0); // waitTime is in ms
+ //this will set the current position to x/y/z/o, and the current WP to pointId.
+ bool SetNextWaypoint(uint32 pointId, float x, float y, float z, float orientation);
+
+ //this will set the current position to WP start position (if setPosition == true),
+ //and the current WP to pointId
+ bool SetNextWaypoint(uint32 pointId, bool setPosition = true, bool resetWaypointsOnFail = true);
+
+ bool GetWaypointPosition(uint32 pointId, float& x, float& y, float& z);
+
virtual void WaypointReached(uint32 pointId) = 0;
virtual void WaypointStart(uint32 /*pointId*/) { }
@@ -80,7 +107,6 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
bool GetAttack() const { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
ObjectGuid GetEventStarterGUID() const { return m_uiPlayerGUID; }
- void SetWaitTimer(uint32 Timer) { m_uiWPWaitTimer = Timer; }
protected:
Player* GetPlayerForEscort();
@@ -98,12 +124,12 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
uint32 m_uiPlayerCheckTimer;
uint32 m_uiEscortState;
float MaxPlayerDistance;
- uint32 LastWP;
-
- WaypointPath _path;
Quest const* m_pQuestForEscort; //generally passed in Start() when regular escort script.
+ std::list<Escort_Waypoint> WaypointList;
+ std::list<Escort_Waypoint>::iterator CurrentWP;
+
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
@@ -112,7 +138,5 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
bool DespawnAtFar;
bool ScriptWP;
bool HasImmuneToNPCFlags;
- bool m_bStarted;
- bool m_bEnded;
};
#endif