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authorShauren <shauren.trinity@gmail.com>2012-04-24 16:53:37 +0200
committerShauren <shauren.trinity@gmail.com>2012-04-24 16:53:37 +0200
commit1851a2e9e3a44d997488adaee43ac274476baef8 (patch)
tree47a9044443426dac43de813a0e8aa64c6a741e38 /src/server/game/Entities/Creature
parent396b1ded1a047182c2c3d0244f94ff6baba1d36d (diff)
Scripts: Replaced calls to ForcedDespawn with DespawnOrUnsummon (calls appropriate AI hooks in case of temporary summons) and made ForcedDespawn private
Diffstat (limited to 'src/server/game/Entities/Creature')
-rwxr-xr-xsrc/server/game/Entities/Creature/Creature.cpp2
-rwxr-xr-xsrc/server/game/Entities/Creature/Creature.h3
2 files changed, 3 insertions, 2 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index ed89041ff66..fde85feb8d9 100755
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -135,7 +135,7 @@ CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unit
bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
- m_owner.ForcedDespawn();
+ m_owner.DespawnOrUnsummon(); // since we are here, we are not TempSummon as object type cannot change during runtime
return true;
}
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h
index f6d03ca38b2..f6021a7d7ec 100755
--- a/src/server/game/Entities/Creature/Creature.h
+++ b/src/server/game/Entities/Creature/Creature.h
@@ -635,7 +635,6 @@ class Creature : public Unit, public GridObject<Creature>, public MapCreature
void RemoveCorpse(bool setSpawnTime = true);
- void ForcedDespawn(uint32 timeMSToDespawn = 0);
void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);
time_t const& GetRespawnTime() const { return m_respawnTime; }
@@ -763,6 +762,8 @@ class Creature : public Unit, public GridObject<Creature>, public MapCreature
bool IsInvisibleDueToDespawn() const;
bool CanAlwaysSee(WorldObject const* obj) const;
private:
+ void ForcedDespawn(uint32 timeMSToDespawn = 0);
+
//WaypointMovementGenerator vars
uint32 m_waypointID;
uint32 m_path_id;