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-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp14
-rw-r--r--src/server/game/AI/SmartScripts/SmartScriptMgr.cpp1
-rw-r--r--src/server/game/AI/SmartScripts/SmartScriptMgr.h8
3 files changed, 22 insertions, 1 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index f5ccf93006b..48a74a3cd79 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -2234,6 +2234,20 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
delete targets;
break;
}
+ case SMART_ACTION_GO_SET_GO_STATE:
+ {
+ ObjectList* targets = GetTargets(e, unit);
+
+ if (!targets)
+ break;
+
+ for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
+ if (IsGameObject(*itr))
+ (*itr)->ToGameObject()->SetGoState((GOState)e.action.goState.state);
+
+ delete targets;
+ break;
+ }
case SMART_ACTION_SEND_TARGET_TO_TARGET:
{
ObjectList* targets = GetTargets(e, unit);
diff --git a/src/server/game/AI/SmartScripts/SmartScriptMgr.cpp b/src/server/game/AI/SmartScripts/SmartScriptMgr.cpp
index 3fb1093a39d..a2096248851 100644
--- a/src/server/game/AI/SmartScripts/SmartScriptMgr.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScriptMgr.cpp
@@ -1458,6 +1458,7 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
case SMART_ACTION_JUMP_TO_POS:
case SMART_ACTION_SEND_GOSSIP_MENU:
case SMART_ACTION_GO_SET_LOOT_STATE:
+ case SMART_ACTION_GO_SET_GO_STATE:
case SMART_ACTION_SEND_TARGET_TO_TARGET:
case SMART_ACTION_SET_HOME_POS:
case SMART_ACTION_SET_HEALTH_REGEN:
diff --git a/src/server/game/AI/SmartScripts/SmartScriptMgr.h b/src/server/game/AI/SmartScripts/SmartScriptMgr.h
index 87d142aa0ab..7b9e1ff5f3d 100644
--- a/src/server/game/AI/SmartScripts/SmartScriptMgr.h
+++ b/src/server/game/AI/SmartScripts/SmartScriptMgr.h
@@ -562,7 +562,8 @@ enum SMART_ACTION
SMART_ACTION_RANDOM_SOUND = 115, // soundId1, soundId2, soundId3, soundId4, soundId5, onlySelf
SMART_ACTION_SET_CORPSE_DELAY = 116, // timer
SMART_ACTION_DISABLE_EVADE = 117, // 0/1 (1 = disabled, 0 = enabled)
- // 118 - 127 : 3.3.5 reserved
+ SMART_ACTION_GO_SET_GO_STATE = 118, // state
+ // 119 - 127 : 3.3.5 reserved
SMART_ACTION_PLAY_ANIMKIT = 128, // id, type (0 = oneShot, 1 = aiAnim, 2 = meleeAnim, 3 = movementAnim)
SMART_ACTION_SCENE_PLAY = 129, // sceneId
SMART_ACTION_SCENE_CANCEL = 130, // sceneId
@@ -1037,6 +1038,11 @@ struct SmartAction
struct
{
+ uint32 state;
+ } goState;
+
+ struct
+ {
uint32 group;
uint32 attackInvoker;
} creatureGroup;