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authorccrs <ccrs@users.noreply.github.com>2018-06-03 10:06:57 -0700
committerGitHub <noreply@github.com>2018-06-03 10:06:57 -0700
commit982643cd96790ffc54e7a3e507469649f3b074d2 (patch)
tree90e65482d064fc9b2e8d0e215f2dec6e5fe663c9 /src/server/game/AI/ScriptedAI
parentb84348f6fc7746349fdcbd443b32fe5483174442 (diff)
Core/Movement: MotionMaster reimplementation (#21888)
Internal structure and handling changes, nothing behavioural (or thats the intention at least).
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 1a61a9dc6a9..091d7a42e47 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -207,7 +207,7 @@ void EscortAI::UpdateAI(uint32 diff)
else if (_resume)
{
_resume = false;
- if (MovementGenerator* movementGenerator = me->GetMotionMaster()->GetMotionSlot(MOTION_SLOT_IDLE))
+ if (MovementGenerator* movementGenerator = me->GetMotionMaster()->GetCurrentMovementGenerator(MOTION_SLOT_DEFAULT))
movementGenerator->Resume(0);
}
}
@@ -331,7 +331,7 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */,
TC_LOG_DEBUG("scripts", "EscortAI::Start: (script: %s, creature entry: %u) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.", me->GetScriptName().c_str(), me->GetEntry());
me->GetMotionMaster()->MoveIdle();
- me->GetMotionMaster()->Clear(MOTION_SLOT_ACTIVE);
+ me->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL);
// disable npcflags
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
@@ -368,7 +368,7 @@ void EscortAI::SetEscortPaused(bool on)
if (on)
{
AddEscortState(STATE_ESCORT_PAUSED);
- if (MovementGenerator* movementGenerator = me->GetMotionMaster()->GetMotionSlot(MOTION_SLOT_IDLE))
+ if (MovementGenerator* movementGenerator = me->GetMotionMaster()->GetCurrentMovementGenerator(MOTION_SLOT_DEFAULT))
movementGenerator->Pause(0);
}
else