diff options
| author | treeston <treeston.mmoc@gmail.com> | 2015-12-20 13:28:16 +0100 |
|---|---|---|
| committer | treeston <treeston.mmoc@gmail.com> | 2016-01-12 22:24:23 +0100 |
| commit | 2da458c56d024aac04468ce2af454a83ad790bf6 (patch) | |
| tree | f76d211c9f8b82b48965875809cf21198523fa91 /src/server/game/AI/SmartScripts | |
| parent | 60e3127714f81748c8f2bc1d9774a71ecca786f2 (diff) | |
Scripts/Instances: Complete rewrite of the boundary system.
- Migrate boundary logic to Maps/AreaBoundary instead of having it sit in InstanceScript (to possibly allow use for other purposes).
- Implement the first five boundary types in Maps/AreaBoundary.cpp.
- Add boundary checks to Creature's update logic
- Add boundary data for all Northrend raids
- Add boundary initialization structures and methods to InstanceScript
- Modify EnterEvadeMode signature. It now passes a value from the EvadeReason enum as parameter to allow special casing depending on evade reason
- Remove previous (weird) boundary code that had them linked to GO spawns
Diffstat (limited to 'src/server/game/AI/SmartScripts')
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 2 | ||||
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.h | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 30e6ae2f9ec..eca327e770e 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -408,7 +408,7 @@ void SmartAI::MovementInform(uint32 MovementType, uint32 Data) MovepointReached(Data); } -void SmartAI::EnterEvadeMode() +void SmartAI::EnterEvadeMode(EvadeReason /*why*/) { if (!me->IsAlive() || me->IsInEvadeMode()) return; diff --git a/src/server/game/AI/SmartScripts/SmartAI.h b/src/server/game/AI/SmartScripts/SmartAI.h index cfc8fbe785d..02c057247f6 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.h +++ b/src/server/game/AI/SmartScripts/SmartAI.h @@ -79,7 +79,7 @@ class SmartAI : public CreatureAI void EnterCombat(Unit* enemy) override; // Called for reaction at stopping attack at no attackers or targets - void EnterEvadeMode() override; + void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER) override; // Called when the creature is killed void JustDied(Unit* killer) override; |
