probably fix crash with boss_paletressAI::MovementInform

to our script writers: please, turn on the brain

--HG--
branch : trunk
This commit is contained in:
silverice
2010-04-05 13:50:13 +03:00
parent ce1280627d
commit a795a1110c
2 changed files with 5 additions and 4 deletions
@@ -216,9 +216,9 @@ struct boss_paletressAI : public ScriptedAI
}
}
void MovementInform(uint32 MovementType, uint32 Data)
void MovementInform(uint32 MovementType, uint32 Point)
{
if (MovementType != POINT_MOTION_TYPE)
if (MovementType != POINT_MOTION_TYPE || Point != 0)
return;
if (pInstance)
+3 -2
View File
@@ -429,6 +429,7 @@ struct npc_tallhorn_stagAI : public ScriptedAI
void UpdateAI(const uint32 uiDiff)
{
// call this each update tick?
if (GameObject* haunch = me->FindNearestGameObject(OBJECT_HAUNCH, 2.0f))
{
me->SetStandState(UNIT_STAND_STATE_DEAD);
@@ -465,6 +466,7 @@ struct npc_amberpine_woodsmanAI : public ScriptedAI
void UpdateAI(const uint32 uiDiff)
{
// call this each update tick?
if (Creature* stag = me->FindNearestCreature(TALLHORN_STAG, 0.2f))
{
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_USESTANDING);
@@ -493,8 +495,7 @@ struct npc_amberpine_woodsmanAI : public ScriptedAI
}
ScriptedAI::UpdateAI(uiDiff);
if (!UpdateVictim())
return;
UpdateVictim();
}
};