*Merge SD2.

*r968: Adjust some scripts to use SetEquipmentSlots()
*r969: Made a few corrections to EventAI.txt
*r970: Added ScriptedAI function SetCombatMovement() for future use/development.
*r971: Small adjustments to escortAI, remove some useless code and always use current WaitTimer if not already 0 after return to last known waypoint.
*r972: Added support for quest 1651

--HG--
branch : trunk
This commit is contained in:
Anubisss
2009-05-19 21:03:43 +02:00
parent e348b671e7
commit b0ea9c589a
11 changed files with 281 additions and 64 deletions
+6 -1
View File
@@ -79,7 +79,7 @@ void SummonList::DespawnAll()
}
}
ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false)
ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false), CombatMovement(true)
{
HeroicMode = m_creature->GetMap()->IsHeroic();
}
@@ -607,6 +607,11 @@ void ScriptedAI::SetSheathState(SheathState newState)
m_creature->SetByteValue(UNIT_FIELD_BYTES_2, 0, newState);
}
void ScriptedAI::SetCombatMovement(bool CombatMove)
{
CombatMovement = CombatMove;
}
/*void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who)
{
if( !m_creature->getVictim() && m_creature->canAttack(who) && ( m_creature->IsHostileTo( who )) && who->isInAccessiblePlaceFor(m_creature) )
@@ -188,6 +188,11 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
void SetSheathState(SheathState newState);
void SetCombatMovement(bool CombatMove);
protected:
bool CombatMovement;
};
struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI