*Allow to force to respawn creatures.

*Save creature data for vehicles.
*Change some visibility update sequence of respawned creatures.
*Fix bugs of quest 12687: dark rider may not be on horse / horse cannot be used twice / horse does not respawn at correct phase

--HG--
branch : trunk
This commit is contained in:
megamage
2009-06-17 01:01:39 -05:00
parent 30195348ac
commit c6765f9365
7 changed files with 68 additions and 59 deletions
@@ -532,9 +532,7 @@ struct TRINITY_DLL_DECL npc_salanar_the_horsemanAI : public ScriptedAI
return;
}
CAST_PLR(charmer)->ExitVehicle();
//without this we can see npc kill the horse
who->setDeathState(DEAD);
CAST_CRE(who)->Respawn();
CAST_CRE(who)->Respawn(true);
}
}
}
@@ -554,18 +552,6 @@ struct TRINITY_DLL_DECL npc_ros_dark_riderAI : public ScriptedAI
{
npc_ros_dark_riderAI(Creature *c) : ScriptedAI(c) {}
void MoveInLineOfSight(Unit *who)
{
if(me->getVictim())
return;
// this should be before next one otherwise he may enter vehicle again
if(!me->m_Vehicle && who->GetEntry() == 28782 && CAST_CRE(who)->isVehicle() && CAST_VEH(who)->HasEmptySeat(0))
me->EnterVehicle(CAST_VEH(who));
ScriptedAI::MoveInLineOfSight(who);
}
void EnterCombat(Unit *who)
{
me->ExitVehicle();