* Fix some more cases where movement flags were +'d together, instead of |'d.

--HG--
branch : trunk
This commit is contained in:
XTZGZoReX
2010-01-08 07:59:39 +01:00
parent 44de20cf3f
commit c3e02980ef
7 changed files with 10 additions and 10 deletions
@@ -414,7 +414,7 @@ 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_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_LEVITATING);
m_creature->SetSpeed(MOVE_WALK,5.0f,true);
wp_reached = false;
count = 0;
@@ -447,7 +447,7 @@ struct TRINITY_DLL_DECL boss_headless_horsemanAI : public ScriptedAI
pInstance->SetData(GAMEOBJECT_PUMPKIN_SHRINE, 0); //hide gameobject
break;
case 19:
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_LEVITATING);
break;
case 20:
{
@@ -320,7 +320,7 @@ struct TRINITY_DLL_DECL boss_kalecgos_kjAI : public ScriptedAI
FindOrbs();
OrbsEmpowered = 0;
EmpowerCount = 0;
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_LEVITATING);
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
m_creature->setActive(true);
Searched = false;
@@ -828,7 +828,7 @@ struct TRINITY_DLL_DECL mob_kiljaeden_controllerAI : public Scripted_NoMovementA
summoned->CastSpell(summoned, SPELL_SHADOW_CHANNELING, false);
break;
case CREATURE_ANVEENA:
summoned->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
summoned->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_LEVITATING);
summoned->CastSpell(summoned, SPELL_ANVEENA_PRISON, true);
summoned->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
break;
@@ -87,7 +87,7 @@ struct TRINITY_DLL_DECL npc_injured_rainspeaker_oracleAI : public npc_escortAI
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_JUMPING);
m_creature->SetSpeed(MOVE_SWIM, 0.85f, true);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING + MOVEMENTFLAG_LEVITATING);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_LEVITATING);
break;
case 19:
m_creature->SetUnitMovementFlags(MOVEMENTFLAG_JUMPING);
@@ -302,7 +302,7 @@ struct TRINITY_DLL_DECL mob_annhylde_the_callerAI : public ScriptedAI
void Reset()
{
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING + MOVEMENTFLAG_HOVER);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_HOVER);
m_creature->SetSpeed(MOVE_SWIM , 1.0f);
m_creature->SetSpeed(MOVE_RUN , 1.0f);
m_creature->SetSpeed(MOVE_WALK , 1.0f);
@@ -104,7 +104,7 @@ struct TRINITY_DLL_DECL boss_the_lurker_belowAI : public Scripted_NoMovementAI
}
void Reset()
{
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING + MOVEMENTFLAG_LEVITATING);
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_LEVITATING);
SpoutAnimTimer = 1000;
RotTimer = 0;
WaterboltTimer = 15000;//give time to get in range when fight starts
@@ -171,7 +171,7 @@ struct TRINITY_DLL_DECL instance_serpentshrine_cavern : public ScriptedInstance
if(Creature* frenzy = pPlayer->SummonCreature(MOB_COILFANG_FRENZY,pPlayer->GetPositionX(),pPlayer->GetPositionY(),pPlayer->GetPositionZ(),pPlayer->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,2000))
{
frenzy->Attack(pPlayer,false);
frenzy->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING + MOVEMENTFLAG_LEVITATING);
frenzy->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_LEVITATING);
}
DoSpawnFrenzy = false;
}
+2 -2
View File
@@ -15721,12 +15721,12 @@ void Unit::SetFlying(bool apply)
if (apply)
{
SetByteFlag(UNIT_FIELD_BYTES_1, 3, 0x02);
AddUnitMovementFlag(MOVEMENTFLAG_FLY_MODE + MOVEMENTFLAG_FLYING);
AddUnitMovementFlag(MOVEMENTFLAG_FLY_MODE | MOVEMENTFLAG_FLYING);
}
else
{
RemoveByteFlag(UNIT_FIELD_BYTES_1, 3, 0x02);
RemoveUnitMovementFlag(MOVEMENTFLAG_FLY_MODE + MOVEMENTFLAG_FLYING);
RemoveUnitMovementFlag(MOVEMENTFLAG_FLY_MODE | MOVEMENTFLAG_FLYING);
}
}