[svn] Implemented player on player and player on creature possession:

* Implemented packet and vision forwarding through possessed units
* Added new OnPossess script call alerting scripts on when possession is applied/removed
* Moved fall damage and fall under map calculations into the Player class
* Added new PossessedAI that is applied only while possession on creature is active
* Implemented summon possessed spell effect
* Fixed Eyes of the Beast

--HG--
branch : trunk
This commit is contained in:
gvcoman
2008-11-05 20:51:05 -06:00
parent 8d331f2b10
commit 44bdb135f4
41 changed files with 1105 additions and 374 deletions
+4 -1
View File
@@ -395,6 +395,7 @@ typedef std::map<uint32,time_t> CreatureSpellCooldowns;
class TRINITY_DLL_SPEC Creature : public Unit
{
CreatureAI *i_AI;
CreatureAI *i_AI_possessed;
public:
@@ -455,9 +456,11 @@ class TRINITY_DLL_SPEC Creature : public Unit
bool IsInEvadeMode() const;
bool AIM_Initialize();
void InitPossessedAI();
void DeletePossessedAI();
void AI_SendMoveToPacket(float x, float y, float z, uint32 time, uint32 MovementFlags, uint8 type);
CreatureAI* AI() { return i_AI; }
CreatureAI* AI() { return isPossessed() && i_AI_possessed ? i_AI_possessed : i_AI; }
uint32 GetShieldBlockValue() const //dunno mob block value
{