*Update movement enums - thanks to Zor for info.

*Add functions for position data streaming.

--HG--
branch : trunk
This commit is contained in:
QAston
2010-08-04 14:39:45 +02:00
parent 850868c8a3
commit 6353e7dd8c
60 changed files with 428 additions and 366 deletions
@@ -1134,7 +1134,7 @@ struct npc_akama_illidanAI : public ScriptedAI
void BeginWalk()
{
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
me->SetSpeed(MOVE_RUN, 1.0f);
me->GetMotionMaster()->MovePoint(0, AkamaWP[WalkCount].x, AkamaWP[WalkCount].y, AkamaWP[WalkCount].z);
}
@@ -1925,7 +1925,7 @@ void boss_illidan_stormrageAI::HandleTalkSequence()
// Equip our warglaives!
SetEquipmentSlots(false, EQUIP_ID_MAIN_HAND, EQUIP_ID_OFF_HAND, EQUIP_NO_CHANGE);
me->SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE);
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
break;
case 9:
if (GETCRE(Akama, AkamaGUID))
@@ -2029,7 +2029,7 @@ void boss_illidan_stormrageAI::CastEyeBlast()
if (!Trigger) return;
Trigger->SetSpeed(MOVE_WALK, 3);
Trigger->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
Trigger->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
Trigger->GetMotionMaster()->MovePoint(0, final.x, final.y, final.z);
//Trigger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
@@ -318,7 +318,7 @@ struct boss_shade_of_akamaAI : public ScriptedAI
if (Sorcerer)
{
CAST_AI(mob_ashtongue_sorcererAI, Sorcerer->AI())->ShadeGUID = me->GetGUID();
Sorcerer->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
Sorcerer->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
Sorcerer->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
Sorcerer->SetUInt64Value(UNIT_FIELD_TARGET, me->GetGUID());
Sorcerers.push_back(Sorcerer->GetGUID());
@@ -333,7 +333,7 @@ struct boss_shade_of_akamaAI : public ScriptedAI
Creature* Spawn = me->SummonCreature(spawnEntries[i], X, Y, Z_SPAWN, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 25000);
if (Spawn)
{
Spawn->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
Spawn->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
Spawn->GetMotionMaster()->MovePoint(0, AGGRO_X, AGGRO_Y, AGGRO_Z);
Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
Spawn->AI()->AttackStart(pTarget);
@@ -394,7 +394,7 @@ struct boss_shade_of_akamaAI : public ScriptedAI
Creature* Defender = me->SummonCreature(CREATURE_DEFENDER, SpawnLocations[ran].x, SpawnLocations[ran].y, Z_SPAWN, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 25000);
if (Defender)
{
Defender->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
Defender->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
bool move = true;
if (AkamaGUID)
{
@@ -686,7 +686,7 @@ struct npc_akamaAI : public ScriptedAI
{
ShadeHasDied = true;
WayPointId = 0;
me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
me->GetMotionMaster()->MovePoint(WayPointId, AkamaWP[0].x, AkamaWP[0].y, AkamaWP[0].z);
}
if (Shade && Shade->isAlive())