*code cleanup
*totally destroyed m_creature, use "me" for future coding --HG-- branch : trunk
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@@ -62,21 +62,21 @@ struct npc_lazy_peonAI : public ScriptedAI
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if (spell->Id == SPELL_AWAKEN_PEON && caster->GetTypeId() == TYPEID_PLAYER
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&& CAST_PLR(caster)->GetQuestStatus(QUEST_LAZY_PEONS) == QUEST_STATUS_INCOMPLETE)
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{
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caster->ToPlayer()->KilledMonsterCredit(m_creature->GetEntry(),m_creature->GetGUID());
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DoScriptText(SAY_SPELL_HIT, m_creature, caster);
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m_creature->RemoveAllAuras();
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if (GameObject* Lumberpile = m_creature->FindNearestGameObject(GO_LUMBERPILE, 20))
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m_creature->GetMotionMaster()->MovePoint(1,Lumberpile->GetPositionX()-1,Lumberpile->GetPositionY(),Lumberpile->GetPositionZ());
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caster->ToPlayer()->KilledMonsterCredit(me->GetEntry(),me->GetGUID());
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DoScriptText(SAY_SPELL_HIT, me, caster);
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me->RemoveAllAuras();
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if (GameObject* Lumberpile = me->FindNearestGameObject(GO_LUMBERPILE, 20))
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me->GetMotionMaster()->MovePoint(1,Lumberpile->GetPositionX()-1,Lumberpile->GetPositionY(),Lumberpile->GetPositionZ());
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}
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}
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void UpdateAI(const uint32 uiDiff)
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{
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if (work = true)
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m_creature->HandleEmoteCommand(466);
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me->HandleEmoteCommand(466);
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if (m_uiRebuffTimer <= uiDiff)
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{
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DoCast(m_creature, SPELL_BUFF_SLEEP);
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DoCast(me, SPELL_BUFF_SLEEP);
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m_uiRebuffTimer = 300000; //Rebuff agian in 5 minutes
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}
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else
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