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-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp6
-rw-r--r--src/server/game/AI/SmartScripts/SmartScriptMgr.h7
2 files changed, 9 insertions, 4 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index 80ded6681c9..0523f59da5d 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -1373,10 +1373,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
target = targets->front();
}
- if(!target)
- me->GetMotionMaster()->MovePoint(0, e.target.x, e.target.y, e.target.z);
+ if (!target)
+ me->GetMotionMaster()->MovePoint(e.action.MoveToPos.pointId, e.target.x, e.target.y, e.target.z);
else
- me->GetMotionMaster()->MovePoint(0, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
+ me->GetMotionMaster()->MovePoint(e.action.MoveToPos.pointId, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
break;
}
case SMART_ACTION_RESPAWN_TARGET:
diff --git a/src/server/game/AI/SmartScripts/SmartScriptMgr.h b/src/server/game/AI/SmartScripts/SmartScriptMgr.h
index 9af0c4de9fc..007b57b52d7 100644
--- a/src/server/game/AI/SmartScripts/SmartScriptMgr.h
+++ b/src/server/game/AI/SmartScripts/SmartScriptMgr.h
@@ -441,7 +441,7 @@ enum SMART_ACTION
SMART_ACTION_CREATE_TIMED_EVENT = 67, // id, InitialMin, InitialMax, RepeatMin(only if it repeats), RepeatMax(only if it repeats), chance
SMART_ACTION_PLAYMOVIE = 68, // entry
- SMART_ACTION_MOVE_TO_POS = 69, // xyz
+ SMART_ACTION_MOVE_TO_POS = 69, // PointId, xyz
SMART_ACTION_RESPAWN_TARGET = 70, //
SMART_ACTION_EQUIP = 71, // entry, slotmask slot1, slot2, slot3 , only slots with mask set will be sent to client, bits are 1, 2, 4, leaving mask 0 is defaulted to mask 7 (send all), slots1-3 are only used if no entry is set
SMART_ACTION_CLOSE_GOSSIP = 72, // none
@@ -874,6 +874,11 @@ struct SmartAction
struct
{
+ uint8 pointId;
+ } MoveToPos;
+
+ struct
+ {
uint32 gossipMenuId;
uint32 gossipNpcTextId;
} sendGossipMenu;