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authorariel- <ariel-@users.noreply.github.com>2016-10-14 03:59:13 -0300
committerariel- <ariel-@users.noreply.github.com>2016-10-14 03:59:13 -0300
commit3e596376a7fae9fd585fac12e5122fd8f1b7ce14 (patch)
tree9dea4dfeb8c19fb07c275a950a3b3106f97bba85 /src
parentb1777979c3e8801cd67c27e2cce55df791b38e93 (diff)
Core/SmartScripts: fixup SMART_EVENT_FLAG_WHILE_CHARMED behaviour to only mean charmed creatures (#17738 follow-up)
Unit::IsControlledByPlayer is a expected value for TempSummons (like some triggers used in quests, summoned by spells). Previous logic broke a lot of quests which use triggers to do stuff. Allow JustSummoned and events linked from other events with flag set also in charmed (prevents breaking event chains) Allow vehicles (needed for vehicles with SmartAI, eg Iron Rune Constructs and You: Rocket Jumping)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.cpp6
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp4
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.h11
3 files changed, 10 insertions, 11 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp
index b57717fa53d..35d370d9dd9 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.cpp
+++ b/src/server/game/AI/SmartScripts/SmartAI.cpp
@@ -73,11 +73,7 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
bool SmartAI::IsAIControlled() const
{
- if (me->IsControlledByPlayer())
- return false;
- if (mIsCharmed)
- return false;
- return true;
+ return !mIsCharmed;
}
void SmartAI::UpdateDespawn(const uint32 diff)
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index 884a98d7ca3..a00fa19a1e6 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -1174,7 +1174,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (!IsCreature(*itr))
continue;
- if (!(e.event.event_flags & SMART_EVENT_FLAG_WHILE_CHARMED) && !IsCreatureInControlOfSelf(*itr))
+ if (!(e.event.event_flags & SMART_EVENT_FLAG_WHILE_CHARMED) && IsCharmedCreature(*itr))
continue;
Position pos = (*itr)->GetPosition();
@@ -2852,7 +2852,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
if ((e.event.event_phase_mask && !IsInPhase(e.event.event_phase_mask)) || ((e.event.event_flags & SMART_EVENT_FLAG_NOT_REPEATABLE) && e.runOnce))
return;
- if (!(e.event.event_flags & SMART_EVENT_FLAG_WHILE_CHARMED) && IsCreature(me) && !IsCreatureInControlOfSelf(me))
+ if (!(e.event.event_flags & SMART_EVENT_FLAG_WHILE_CHARMED) && IsCharmedCreature(me))
return;
switch (e.GetEventType())
diff --git a/src/server/game/AI/SmartScripts/SmartScript.h b/src/server/game/AI/SmartScripts/SmartScript.h
index 8ac5b494911..3cb66faa033 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.h
+++ b/src/server/game/AI/SmartScripts/SmartScript.h
@@ -78,12 +78,15 @@ class TC_GAME_API SmartScript
return obj && obj->GetTypeId() == TYPEID_UNIT;
}
- static bool IsCreatureInControlOfSelf(WorldObject* obj)
+ static bool IsCharmedCreature(WorldObject* obj)
{
- if (Creature* creatureObj = obj ? obj->ToCreature() : nullptr)
- return !creatureObj->IsCharmed() && !creatureObj->IsControlledByPlayer();
- else
+ if (!obj)
return false;
+
+ if (Creature* creatureObj = obj->ToCreature())
+ return creatureObj->IsCharmed();
+
+ return false;
}
static bool IsGameObject(WorldObject* obj)