*Switch to support client version 3.1.3

*I strongly recommend you not to use this until you get the 313 db. Now all destructible buildings cause client crash.

Source: Mangos
Thanks to TOM_RUS for most work to make this switch possible ;)

--HG--
branch : trunk
This commit is contained in:
megamage
2009-06-11 00:45:59 -05:00
parent 9c70e3d89b
commit 9d670fe6f5
81 changed files with 2424 additions and 1480 deletions
@@ -2003,7 +2003,7 @@ void boss_illidan_stormrageAI::CastEyeBlast()
if(!Trigger) return;
Trigger->SetSpeed(MOVE_WALK, 3);
Trigger->SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
Trigger->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
Trigger->GetMotionMaster()->MovePoint(0, final.x, final.y, final.z);
//Trigger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
@@ -674,7 +674,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI
{
ShadeHasDied = true;
WayPointId = 0;
m_creature->SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
m_creature->GetMotionMaster()->MovePoint(WayPointId, AkamaWP[0].x, AkamaWP[0].y, AkamaWP[0].z);
}
if(Shade && Shade->isAlive())
@@ -638,7 +638,7 @@ struct TRINITY_DLL_DECL mob_enchanted_elementalAI : public ScriptedAI
if(move < diff)
{
m_creature->SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
if (phase == 1)
{
m_creature->GetMotionMaster()->MovePoint(0, x, y, z);
@@ -128,7 +128,7 @@ struct TRINITY_DLL_DECL boss_omor_the_unscarredAI : public Scripted_NoMovementAI
{
if (ShadowWhip_Timer < diff)
{
if (Unit* temp = Unit::GetUnit(*m_creature,playerGUID))
if (Player* temp = Unit::GetPlayer(playerGUID))
{
//if unit dosen't have this flag, then no pulling back (script will attempt cast, even if orbital strike was resisted)
if (temp->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))
@@ -195,7 +195,7 @@ struct TRINITY_DLL_DECL boss_brutallusAI : public ScriptedAI
break;
case 3:
DoCast(m_creature, SPELL_INTRO_FROST_BLAST);
Madrigosa->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
Madrigosa->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
IntroFrostBoltTimer = 3000;
IntroPhaseTimer = 28000;
++IntroPhase;
@@ -1046,7 +1046,7 @@ struct TRINITY_DLL_DECL mob_shield_orbAI : public ScriptedAI
float x, y, r, c, mx, my;
void InitializeAI(){
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
PointReached = true;
Timer = 500+ rand()%500;
CheckTimer = 1000;