Core/SAI: Linked events should be executed after the event that linked them is executed.

Core/SAI: Allow SMART_EVENT_GO_STATE_CHANGED to use ActionInvoker target

Signed-off-by: Subv2112 <[email protected]>
This commit is contained in:
Subv2112
2012-01-22 20:36:01 -05:00
parent ad8a975050
commit 3d4f55723c
10 changed files with 120 additions and 119 deletions
@@ -713,7 +713,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>
void Use(Unit* user);
LootState getLootState() const { return m_lootState; }
void SetLootState(LootState s);
// Note: unit is only used when s = GO_ACTIVATED
void SetLootState(LootState s, Unit* unit = NULL);
uint16 GetLootMode() { return m_LootMode; }
bool HasLootMode(uint16 lootMode) { return m_LootMode & lootMode; }
@@ -747,7 +748,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
bool hasQuest(uint32 quest_id) const;
bool hasInvolvedQuest(uint32 quest_id) const;
bool ActivateToQuest(Player* target) const;
void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = NULL);
// 0 = use `gameobject`.`spawntimesecs`
void ResetDoorOrButton();