*Check movementflag to interrupt casting instead of checking position.

*Also some other fixes about movement flags.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-06-15 12:02:55 -05:00
parent 4d6fb6c8b2
commit b9610f27dd
19 changed files with 120 additions and 118 deletions
@@ -310,7 +310,7 @@ struct TRINITY_DLL_DECL mob_rizzle_sprysprocketAI : public ScriptedAI
Player* player = Unit::GetPlayer(PlayerGUID);
SendText(MSG_ESCAPE_NOTICE, player);
DoCast(m_creature, SPELL_PERIODIC_DEPTH_CHARGE);
m_creature->SetUnitMovementFlags(MOVEMENTFLAG_FLYING2 | MOVEMENTFLAG_SWIMMING);
m_creature->SetUnitMovementFlags(MOVEMENTFLAG_HOVER | MOVEMENTFLAG_SWIMMING);
m_creature->SetSpeed(MOVE_RUN, 0.85f, true);
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MovePoint(CurrWP, WPs[CurrWP][0], WPs[CurrWP][1], WPs[CurrWP][2]);
@@ -441,7 +441,7 @@ struct TRINITY_DLL_DECL mob_depth_chargeAI : public ScriptedAI
void Reset()
{
m_creature->SetUnitMovementFlags(MOVEMENTFLAG_FLYING2 | MOVEMENTFLAG_SWIMMING);
m_creature->SetUnitMovementFlags(MOVEMENTFLAG_HOVER | MOVEMENTFLAG_SWIMMING);
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
we_must_die = false;
must_die_timer = 1000;
@@ -400,7 +400,7 @@ struct TRINITY_DLL_DECL boss_headless_horsemanAI : public ScriptedAI
{
m_creature->SetVisibility(VISIBILITY_OFF);
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_HOVER);
m_creature->SetSpeed(MOVE_WALK,5.0f,true);
wp_reached = false;
count = 0;
@@ -432,7 +432,7 @@ struct TRINITY_DLL_DECL boss_headless_horsemanAI : public ScriptedAI
pInstance->SetData(GAMEOBJECT_PUMPKIN_SHRINE, 0); //hide gameobject
break;
case 19:
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING2);break;
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_HOVER);break;
case 20: {
Phase = 1;
IsFlying = false;
@@ -295,7 +295,7 @@ struct TRINITY_DLL_DECL mob_annhylde_the_callerAI : public ScriptedAI
void Reset()
{
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING + MOVEMENTFLAG_FLYING2);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING + MOVEMENTFLAG_HOVER);
m_creature->SetSpeed(MOVE_SWIM , 0.1f);
m_creature->SetSpeed(MOVE_RUN , 0.1f);
m_creature->SetSpeed(MOVE_WALK , 0.1f);