diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp | 4 | ||||
-rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedEscortAI.h | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp index 46085bf79ab..e02902ec4bb 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp @@ -252,7 +252,7 @@ void EscortAI::UpdateEscortAI(uint32 /*diff*/) DoMeleeAttackIfReady(); } -void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientation/* = 0*/, uint32 waitTime/* = 0*/) +void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientation/* = 0*/, Milliseconds waitTime/* = 0s*/) { Trinity::NormalizeMapCoord(x); Trinity::NormalizeMapCoord(y); @@ -264,7 +264,7 @@ void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientati waypoint.z = z; waypoint.orientation = orientation; waypoint.moveType = _running ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK; - waypoint.delay = waitTime; + waypoint.delay = waitTime.count(); waypoint.eventId = 0; waypoint.eventChance = 100; _path.nodes.push_back(std::move(waypoint)); diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h index 9ac6101e5b7..ef0a3ec47f5 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h +++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h @@ -48,7 +48,7 @@ struct TC_GAME_API EscortAI : public ScriptedAI void UpdateAI(uint32 diff) override; // the "internal" update, calls UpdateEscortAI() 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, float orientation = 0.f, uint32 waitTime = 0); // waitTime is in ms + void AddWaypoint(uint32 id, float x, float y, float z, float orientation = 0.f, Milliseconds waitTime = 0s); void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = ObjectGuid::Empty, Quest const* quest = nullptr, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true); void SetRun(bool on = true); |