diff options
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.cpp | 8 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.h | 4 |
2 files changed, 6 insertions, 6 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp index 590118e7a8c..fad8c631e5e 100644 --- a/src/bindings/scripts/include/sc_creature.cpp +++ b/src/bindings/scripts/include/sc_creature.cpp @@ -740,11 +740,11 @@ void ScriptedAI::DoTeleportAll(float x, float y, float z, float o) i_pl->TeleportTo(m_creature->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT); } -Unit* ScriptedAI::FindCreature(uint32 entry, uint32 range) +Unit* ScriptedAI::FindCreature(uint32 entry, uint32 range, uint32 district) { CellPair pair(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY())); Cell cell(pair); - cell.data.Part.reserved = ALL_DISTRICT; + cell.data.Part.reserved = district; cell.SetNoCreate(); std::list<Creature*> NPCList; @@ -765,11 +765,11 @@ Unit* ScriptedAI::FindCreature(uint32 entry, uint32 range) }else error_log("SD2 ERROR: Entry: %u not found!", entry); return NULL; } -GameObject* ScriptedAI::FindGameObject(uint32 entry) +GameObject* ScriptedAI::FindGameObject(uint32 entry, uint32 district) { CellPair pair(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY())); Cell cell(pair); - cell.data.Part.reserved = ALL_DISTRICT; + cell.data.Part.reserved = district; cell.SetNoCreate(); std::list<GameObject*> GOList; diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h index 1878e6e11dc..3ece26bdb6f 100644 --- a/src/bindings/scripts/include/sc_creature.h +++ b/src/bindings/scripts/include/sc_creature.h @@ -149,10 +149,10 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI void DoTeleportAll(float x, float y, float z, float o); //Get a single creature of given entry - Unit* FindCreature(uint32 entry, uint32 range); + Unit* FindCreature(uint32 entry, uint32 range, uint32 district = ALL_DISTRICT); //Get a single gameobject of given entry - GameObject* FindGameObject(uint32 entry); + GameObject* FindGameObject(uint32 entry, uint32 district = ALL_DISTRICT); //Returns friendly unit with the most amount of hp missing from max hp Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff = 1); |
