DB/Creature:

- Nuke the hacky column DeathState.
- Removed some hacks from Kologarn script, including some cleanup.
- Removed set deathstate command.

BIG thanks to Malcrom for replacing all creatures that had deathstate with proper dynamicflags/auras.
This commit is contained in:
kaelima
2011-06-27 20:22:53 +02:00
parent 8fc13f508f
commit 9a67aaa8b8
14 changed files with 88 additions and 179 deletions
@@ -254,7 +254,6 @@ struct CreatureData
uint32 currentwaypoint;
uint32 curhealth;
uint32 curmana;
bool is_dead;
uint8 movementType;
uint8 spawnMask;
uint32 npcflag;
@@ -603,7 +602,6 @@ class Creature : public Unit, public GridObject<Creature>
void SetCurrentCell(Cell const& cell) { m_currentCell = cell; }
void RemoveCorpse(bool setSpawnTime = true);
bool isDeadByDefault() const { return m_isDeadByDefault; };
void ForcedDespawn(uint32 timeMSToDespawn = 0);
void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);
@@ -656,7 +654,6 @@ class Creature : public Unit, public GridObject<Creature>
void SetFormation(CreatureGroup *formation) {m_formation = formation;}
Unit *SelectVictim();
void SetDeadByDefault (bool death_state) {m_isDeadByDefault = death_state;}
void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; }
bool IsReputationGainDisabled() { return DisableReputationGain; }
@@ -713,7 +710,6 @@ class Creature : public Unit, public GridObject<Creature>
bool m_AlreadySearchedAssistance;
bool m_regenHealth;
bool m_AI_locked;
bool m_isDeadByDefault;
SpellSchoolMask m_meleeDamageSchoolMask;
uint32 m_originalEntry;