aboutsummaryrefslogtreecommitdiff
path: root/src/server/scripts/World
diff options
context:
space:
mode:
Diffstat (limited to 'src/server/scripts/World')
-rw-r--r--src/server/scripts/World/boss_emerald_dragons.cpp6
-rw-r--r--src/server/scripts/World/npcs_special.cpp54
2 files changed, 30 insertions, 30 deletions
diff --git a/src/server/scripts/World/boss_emerald_dragons.cpp b/src/server/scripts/World/boss_emerald_dragons.cpp
index 67868cb00be..d3a1785537e 100644
--- a/src/server/scripts/World/boss_emerald_dragons.cpp
+++ b/src/server/scripts/World/boss_emerald_dragons.cpp
@@ -97,7 +97,7 @@ struct emerald_dragonAI : public WorldBossAI
void Reset() override
{
WorldBossAI::Reset();
- me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNINTERACTIBLE | UNIT_FLAG_NON_ATTACKABLE);
+ me->RemoveUnitFlag(UNIT_FLAG_UNINTERACTIBLE | UNIT_FLAG_NON_ATTACKABLE);
me->SetReactState(REACT_AGGRESSIVE);
DoCast(me, SPELL_MARK_OF_NATURE_AURA, true);
events.ScheduleEvent(EVENT_TAIL_SWEEP, 4s);
@@ -635,7 +635,7 @@ class boss_taerar : public CreatureScript
_shades += count;
DoCast(SPELL_SHADE);
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNINTERACTIBLE | UNIT_FLAG_NON_ATTACKABLE);
+ me->SetUnitFlag(UNIT_FLAG_UNINTERACTIBLE | UNIT_FLAG_NON_ATTACKABLE);
me->SetReactState(REACT_PASSIVE);
++_stage;
@@ -672,7 +672,7 @@ class boss_taerar : public CreatureScript
{
_banished = false;
- me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNINTERACTIBLE | UNIT_FLAG_NON_ATTACKABLE);
+ me->RemoveUnitFlag(UNIT_FLAG_UNINTERACTIBLE | UNIT_FLAG_NON_ATTACKABLE);
me->RemoveAurasDueToSpell(SPELL_SHADE);
me->SetReactState(REACT_AGGRESSIVE);
}
diff --git a/src/server/scripts/World/npcs_special.cpp b/src/server/scripts/World/npcs_special.cpp
index 55e6b4169c1..fe448d38124 100644
--- a/src/server/scripts/World/npcs_special.cpp
+++ b/src/server/scripts/World/npcs_special.cpp
@@ -228,7 +228,7 @@ public:
{
Initialize();
me->SetFaction(FACTION_PREY);
- me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER);
+ me->RemoveNpcFlag(UNIT_NPC_FLAG_QUESTGIVER);
}
void JustEngagedWith(Unit* /*who*/) override { }
@@ -236,7 +236,7 @@ public:
void UpdateAI(uint32 diff) override
{
// Reset flags after a certain time has passed so that the next player has to start the 'event' again
- if (me->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER))
+ if (me->HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER))
{
if (ResetFlagTimer <= diff)
{
@@ -258,7 +258,7 @@ public:
case TEXT_EMOTE_CHICKEN:
if (player->GetQuestStatus(QUEST_CLUCK) == QUEST_STATUS_NONE && rand32() % 30 == 1)
{
- me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER);
+ me->SetNpcFlag(UNIT_NPC_FLAG_QUESTGIVER);
me->SetFaction(FACTION_FRIENDLY);
Talk(player->GetTeam() == HORDE ? EMOTE_HELLO_H : EMOTE_HELLO_A);
}
@@ -266,7 +266,7 @@ public:
case TEXT_EMOTE_CHEER:
if (player->GetQuestStatus(QUEST_CLUCK) == QUEST_STATUS_COMPLETE)
{
- me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER);
+ me->SetNpcFlag(UNIT_NPC_FLAG_QUESTGIVER);
me->SetFaction(FACTION_FRIENDLY);
Talk(EMOTE_CLUCK_TEXT);
}
@@ -312,7 +312,7 @@ struct npc_dancing_flames : public ScriptedAI
{
DoCastSelf(SPELL_SUMMON_BRAZIER, true);
DoCastSelf(SPELL_BRAZIER_DANCE, false);
- me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_DANCE);
+ me->SetEmoteState(EMOTE_STATE_DANCE);
float x, y, z;
me->GetPosition(x, y, z);
me->Relocate(x, y, z + 1.05f);
@@ -633,7 +633,7 @@ public:
void Reset() override
{
Initialize();
- me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNINTERACTIBLE);
+ me->RemoveUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
}
void BeginEvent(Player* player)
@@ -658,7 +658,7 @@ public:
}
Event = true;
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNINTERACTIBLE);
+ me->SetUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
}
void PatientDied(Position const* point)
@@ -766,13 +766,13 @@ public:
Initialize();
//no select
- me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNINTERACTIBLE);
+ me->RemoveUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
//no regen health
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
+ me->SetUnitFlag(UNIT_FLAG_IN_COMBAT);
//to make them lay with face down
- me->SetUInt32Value(UNIT_FIELD_BYTES_1, UNIT_STAND_STATE_DEAD);
+ me->SetStandState(UNIT_STAND_STATE_DEAD);
uint32 mobId = me->GetEntry();
@@ -807,13 +807,13 @@ public:
ENSURE_AI(npc_doctor::npc_doctorAI, doctor->AI())->PatientSaved(me, player, Coord);
//make uninteractible
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNINTERACTIBLE);
+ me->SetUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
//regen health
- me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
+ me->RemoveUnitFlag(UNIT_FLAG_IN_COMBAT);
//stand up
- me->SetUInt32Value(UNIT_FIELD_BYTES_1, UNIT_STAND_STATE_STAND);
+ me->SetStandState(UNIT_STAND_STATE_STAND);
Talk(SAY_DOC);
@@ -843,10 +843,10 @@ public:
if (me->IsAlive() && me->GetHealth() <= 6)
{
- me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNINTERACTIBLE);
+ me->RemoveUnitFlag(UNIT_FLAG_IN_COMBAT);
+ me->SetUnitFlag(UNIT_FLAG_UNINTERACTIBLE);
me->setDeathState(JUST_DIED);
- me->SetFlag(UNIT_DYNAMIC_FLAGS, 32);
+ me->SetDynamicFlag(32);
if (DoctorGUID)
if (Creature* doctor = ObjectAccessor::GetCreature((*me), DoctorGUID))
@@ -897,7 +897,7 @@ void npc_doctor::npc_doctorAI::UpdateAI(uint32 diff)
if (Creature* Patient = me->SummonCreature(patientEntry, **point, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5s))
{
//303, this flag appear to be required for client side item->spell to work (TARGET_SINGLE_FRIEND)
- Patient->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
+ Patient->SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED);
Patients.push_back(Patient->GetGUID());
ENSURE_AI(npc_injured_patient::npc_injured_patientAI, Patient->AI())->DoctorGUID = me->GetGUID();
@@ -1103,7 +1103,7 @@ public:
void Reset() override
{
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
+ me->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
}
void JustEngagedWith(Unit* /*who*/) override
@@ -1521,14 +1521,14 @@ struct npc_brewfest_reveler_2 : ScriptedAI
}
else
{
- me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_DANCE);
+ me->SetEmoteState(EMOTE_STATE_DANCE);
_events.ScheduleEvent(EVENT_NEXT, 8s, 12s);
}
break;
case EVENT_NEXT:
// If dancing stop before next random state
- if (me->GetUInt32Value(UNIT_NPC_EMOTESTATE) == EMOTE_STATE_DANCE)
- me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
+ if (me->GetEmoteState() == EMOTE_STATE_DANCE)
+ me->SetEmoteState(EMOTE_ONESHOT_NONE);
// Random EVENT_EMOTE or EVENT_FACETO
if (roll_chance_i(50))
@@ -2111,7 +2111,7 @@ class npc_train_wrecker : public CreatureScript
_timer -= diff;
break;
}
- me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_DANCE);
+ me->SetEmoteState(EMOTE_ONESHOT_DANCE);
me->DespawnOrUnsummon(5s);
_nextAction = 0;
break;
@@ -2224,8 +2224,8 @@ public:
})
.Schedule(Seconds(1), [this](TaskContext context)
{
- if ((me->HasAura(SPELL_AURA_TIRED_S) || me->HasAura(SPELL_AURA_TIRED_G)) && me->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER | UNIT_NPC_FLAG_MAILBOX | UNIT_NPC_FLAG_VENDOR))
- me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER | UNIT_NPC_FLAG_MAILBOX | UNIT_NPC_FLAG_VENDOR);
+ if ((me->HasAura(SPELL_AURA_TIRED_S) || me->HasAura(SPELL_AURA_TIRED_G)) && me->HasNpcFlag(UNIT_NPC_FLAG_BANKER | UNIT_NPC_FLAG_MAILBOX | UNIT_NPC_FLAG_VENDOR))
+ me->RemoveNpcFlag(UNIT_NPC_FLAG_BANKER | UNIT_NPC_FLAG_MAILBOX | UNIT_NPC_FLAG_VENDOR);
context.Repeat();
});
}
@@ -2236,7 +2236,7 @@ public:
{
case GOSSIP_OPTION_BANK:
{
- me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER);
+ me->SetNpcFlag(UNIT_NPC_FLAG_BANKER);
uint32 _bankAura = IsArgentSquire() ? SPELL_AURA_BANK_S : SPELL_AURA_BANK_G;
if (!me->HasAura(_bankAura))
DoCastSelf(_bankAura);
@@ -2247,7 +2247,7 @@ public:
}
case GOSSIP_OPTION_SHOP:
{
- me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR);
+ me->SetNpcFlag(UNIT_NPC_FLAG_VENDOR);
uint32 _shopAura = IsArgentSquire() ? SPELL_AURA_SHOP_S : SPELL_AURA_SHOP_G;
if (!me->HasAura(_shopAura))
DoCastSelf(_shopAura);
@@ -2258,7 +2258,7 @@ public:
}
case GOSSIP_OPTION_MAIL:
{
- me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_MAILBOX);
+ me->SetNpcFlag(UNIT_NPC_FLAG_MAILBOX);
player->GetSession()->SendShowMailBox(me->GetGUID());
uint32 _mailAura = IsArgentSquire() ? SPELL_AURA_POSTMAN_S : SPELL_AURA_POSTMAN_G;