*Update flame levi script. Allow player to shoot down pyrite container and refill the demolishers.

*Other script-related fixes.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-08-28 11:26:20 -05:00
parent 9d28323a55
commit ab5f515f21
19 changed files with 241 additions and 164 deletions
+8 -3
View File
@@ -75,6 +75,13 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
bool UpdateCombatState();
void SelectNearestTarget(Unit *who);
void SetGazeOn(Unit *target);
Creature *DoSummon(uint32 uiEntry, const Position fPos, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature *DoSummon(uint32 uiEntry, WorldObject *obj, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature *DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float fZ, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
public:
explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {}
@@ -151,15 +158,13 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
//virtual bool IsVisible(Unit *) const { return false; }
// Called when victim entered water and creature can not enter water
virtual bool canReachByRangeAttack(Unit*) { return false; }
//virtual bool canReachByRangeAttack(Unit*) { return false; }
///== Fields =======================================
// Pointer to controlled by AI creature
//Creature* const m_creature;
void SetGazeOn(Unit *target);
virtual void PassengerBoarded(Unit *who, int8 seatId, bool apply) {}
protected: