diff options
Diffstat (limited to 'src/server/game/Entities/Creature')
| -rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 13 | ||||
| -rw-r--r-- | src/server/game/Entities/Creature/Creature.h | 1 |
2 files changed, 13 insertions, 1 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 594d2e81afe..47ef22b2df0 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -182,7 +182,7 @@ bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) Creature::Creature(bool isWorldObject): Unit(isWorldObject), MapObject(), m_groupLootTimer(0), m_PlayerDamageReq(0), _pickpocketLootRestore(0), m_corpseRemoveTime(0), m_respawnTime(0), -m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE), +m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f), m_boundaryCheckTime(2500), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE), m_defaultMovementType(IDLE_MOTION_TYPE), m_spawnId(UI64LIT(0)), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false), m_AlreadySearchedAssistance(false), m_regenHealth(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_homePosition(), m_transportHomePosition(), m_creatureInfo(NULL), m_creatureData(NULL), m_waypointID(0), m_path_id(0), m_formation(NULL) @@ -586,6 +586,17 @@ void Creature::Update(uint32 diff) LastCharmerGUID.Clear(); } + // periodic check to see if the creature has passed an evade boundary + if (IsAIEnabled && !IsInEvadeMode() && IsInCombat()) + { + if (diff >= m_boundaryCheckTime) + { + AI()->CheckInRoom(); + m_boundaryCheckTime = 2500; + } else + m_boundaryCheckTime -= diff; + } + // if periodic combat pulse is enabled and we are both in combat and in a dungeon, do this now if (m_combatPulseDelay > 0 && IsInCombat() && GetMap()->IsDungeon()) { diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h index 8ae94e51451..ec9bf4aec59 100644 --- a/src/server/game/Entities/Creature/Creature.h +++ b/src/server/game/Entities/Creature/Creature.h @@ -731,6 +731,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapObject uint32 m_respawnDelay; // (secs) delay between corpse disappearance and respawning uint32 m_corpseDelay; // (secs) delay between death and corpse disappearance float m_respawnradius; + uint32 m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check uint32 m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse uint32 m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons) |
