Scripts: Replaced calls to ForcedDespawn with DespawnOrUnsummon (calls appropriate AI hooks in case of temporary summons) and made ForcedDespawn private

This commit is contained in:
Shauren
2012-04-24 16:53:37 +02:00
parent 396b1ded1a
commit 1851a2e9e3
18 changed files with 32 additions and 31 deletions
@@ -855,7 +855,7 @@ class npc_simon_bunny : public CreatureScript
if (GameObject* relic = me->FindNearestGameObject(large ? GO_APEXIS_MONUMENT : GO_APEXIS_RELIC, searchDistance))
relic->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
me->ForcedDespawn(1000);
me->DespawnOrUnsummon(1000);
}
/*
+2 -2
View File
@@ -450,7 +450,7 @@ public:
{
if (Say_Timer <= diff)
{
me->ForcedDespawn();
me->DespawnOrUnsummon();
ReleasedFromCage = false;
}
else
@@ -689,7 +689,7 @@ class go_warmaul_prison : public GameObjectScript
player->KilledMonsterCredit(NPC_MAGHAR_PRISONER, 0);
prisoner->AI()->Talk(SAY_FREE, player->GetGUID());
prisoner->ForcedDespawn(6000);
prisoner->DespawnOrUnsummon(6000);
}
return true;
}
+1 -1
View File
@@ -1057,7 +1057,7 @@ class go_captain_tyralius_prison : public GameObjectScript
player->KilledMonsterCredit(NPC_CAPTAIN_TYRALIUS, 0);
tyralius->AI()->Talk(SAY_FREE);
tyralius->ForcedDespawn(8000);
tyralius->DespawnOrUnsummon(8000);
}
return true;
}