Core/SAI: SMART_ACTION_MOVE_TO_POS will now have param1 as PointId. This means you can now (properly) use SMART_EVENT_MOVEMENTINFORM when reaching the point you make the NPC move to.
Wiki is updated accordingly.
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@@ -1373,10 +1373,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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target = targets->front();
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}
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if(!target)
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me->GetMotionMaster()->MovePoint(0, e.target.x, e.target.y, e.target.z);
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if (!target)
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me->GetMotionMaster()->MovePoint(e.action.MoveToPos.pointId, e.target.x, e.target.y, e.target.z);
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else
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me->GetMotionMaster()->MovePoint(0, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
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me->GetMotionMaster()->MovePoint(e.action.MoveToPos.pointId, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
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break;
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}
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case SMART_ACTION_RESPAWN_TARGET:
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@@ -441,7 +441,7 @@ enum SMART_ACTION
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SMART_ACTION_CREATE_TIMED_EVENT = 67, // id, InitialMin, InitialMax, RepeatMin(only if it repeats), RepeatMax(only if it repeats), chance
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SMART_ACTION_PLAYMOVIE = 68, // entry
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SMART_ACTION_MOVE_TO_POS = 69, // xyz
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SMART_ACTION_MOVE_TO_POS = 69, // PointId, xyz
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SMART_ACTION_RESPAWN_TARGET = 70, //
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SMART_ACTION_EQUIP = 71, // entry, slotmask slot1, slot2, slot3 , only slots with mask set will be sent to client, bits are 1, 2, 4, leaving mask 0 is defaulted to mask 7 (send all), slots1-3 are only used if no entry is set
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SMART_ACTION_CLOSE_GOSSIP = 72, // none
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@@ -872,6 +872,11 @@ struct SmartAction
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uint32 goRespawnTime;
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} RespawnTarget;
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struct
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{
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uint8 pointId;
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} MoveToPos;
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struct
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{
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uint32 gossipMenuId;
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