diff options
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp | 7 | ||||
-rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedEscortAI.h | 2 |
2 files changed, 4 insertions, 5 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp index 19d11c4b957..1754fa6dfd5 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp @@ -253,17 +253,16 @@ void EscortAI::UpdateEscortAI(uint32 /*diff*/) void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, bool run) { - AddWaypoint(id, x, y, z, 0.0f, 0s, run); + AddWaypoint(id, x, y, z, 0.0f, {}, run); } -void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientation/* = 0*/, Milliseconds waitTime/* = 0s*/, bool run /*= false*/) +void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientation/* = 0*/, Optional<Milliseconds> waitTime/* = {}*/, bool run /*= false*/) { Trinity::NormalizeMapCoord(x); Trinity::NormalizeMapCoord(y); - WaypointNode waypoint(id, x, y, z, orientation, waitTime.count()); + WaypointNode& waypoint = _path.Nodes.emplace_back(id, x, y, z, orientation, waitTime); waypoint.MoveType = run ? WaypointMoveType::Run : WaypointMoveType::Walk; - _path.Nodes.push_back(std::move(waypoint)); } void EscortAI::ResetPath() diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h index 0108a7a8c21..85f50f83206 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h +++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h @@ -49,7 +49,7 @@ struct TC_GAME_API EscortAI : public ScriptedAI virtual void UpdateEscortAI(uint32 diff); // used when it's needed to add code in update (abilities, scripted events, etc) void AddWaypoint(uint32 id, float x, float y, float z, bool run); - void AddWaypoint(uint32 id, float x, float y, float z, float orientation = 0.f, Milliseconds waitTime = 0s, bool run = false); + void AddWaypoint(uint32 id, float x, float y, float z, float orientation = 0.f, Optional<Milliseconds> waitTime = {}, bool run = false); void ResetPath(); void LoadPath(uint32 pathId); void Start(bool isActiveAttacker = true, ObjectGuid playerGUID = ObjectGuid::Empty, Quest const* quest = nullptr, bool instantRespawn = false, bool canLoopPath = false); |