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.
This commit is contained in:
Discover-
2012-03-03 23:41:29 +01:00
parent d21179ab56
commit c4fd6b89db
2 changed files with 9 additions and 4 deletions
@@ -1373,10 +1373,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
target = targets->front();
}
if(!target)
me->GetMotionMaster()->MovePoint(0, e.target.x, e.target.y, e.target.z);
if (!target)
me->GetMotionMaster()->MovePoint(e.action.MoveToPos.pointId, e.target.x, e.target.y, e.target.z);
else
me->GetMotionMaster()->MovePoint(0, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
me->GetMotionMaster()->MovePoint(e.action.MoveToPos.pointId, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
break;
}
case SMART_ACTION_RESPAWN_TARGET:
@@ -441,7 +441,7 @@ enum SMART_ACTION
SMART_ACTION_CREATE_TIMED_EVENT = 67, // id, InitialMin, InitialMax, RepeatMin(only if it repeats), RepeatMax(only if it repeats), chance
SMART_ACTION_PLAYMOVIE = 68, // entry
SMART_ACTION_MOVE_TO_POS = 69, // xyz
SMART_ACTION_MOVE_TO_POS = 69, // PointId, xyz
SMART_ACTION_RESPAWN_TARGET = 70, //
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
SMART_ACTION_CLOSE_GOSSIP = 72, // none
@@ -872,6 +872,11 @@ struct SmartAction
uint32 goRespawnTime;
} RespawnTarget;
struct
{
uint8 pointId;
} MoveToPos;
struct
{
uint32 gossipMenuId;