*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
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@@ -79,7 +79,7 @@ void SummonList::DespawnAll()
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}
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}
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false)
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false), CombatMovement(true)
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{
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HeroicMode = m_creature->GetMap()->IsHeroic();
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}
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@@ -607,6 +607,11 @@ void ScriptedAI::SetSheathState(SheathState newState)
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m_creature->SetByteValue(UNIT_FIELD_BYTES_2, 0, newState);
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}
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void ScriptedAI::SetCombatMovement(bool CombatMove)
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{
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CombatMovement = CombatMove;
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}
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/*void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who)
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{
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if( !m_creature->getVictim() && m_creature->canAttack(who) && ( m_creature->IsHostileTo( who )) && who->isInAccessiblePlaceFor(m_creature) )
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@@ -188,6 +188,11 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
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void SetSheathState(SheathState newState);
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void SetCombatMovement(bool CombatMove);
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protected:
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bool CombatMovement;
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};
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struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
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