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feat(Core/WorldState): improved WorldState scripting (#20141)
* implement world state script
based on
0b87ca9d9e
Co-authored-by: killerwife <killerwife@gmail.com>
* refactor to use onleave and onenter instead of spell_area
allows players to right click remove adal's buff
* add MapMgr.h
* refactor: use condition enum instead of uint32, prefix WORLD_STATE where needed
* remove lock from WorldState::Update
sWorldState->Update() is only called from World::Update
* remove unsafe SmartAI action of setWorldState
---------
Co-authored-by: killerwife <killerwife@gmail.com>
This commit is contained in:
@@ -38,6 +38,7 @@
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#include "Vehicle.h"
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#include "Weather.h"
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#include "WeatherMgr.h"
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#include "WorldState.h"
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#include "WorldStatePackets.h"
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/// @todo: this import is not necessary for compilation and marked as unused by the IDE
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@@ -1215,6 +1216,8 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
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{
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sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
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sOutdoorPvPMgr->HandlePlayerEnterZone(this, newZone);
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sWorldState->HandlePlayerLeaveZone(this, static_cast<WorldStateZoneId>(m_zoneUpdateId));
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sWorldState->HandlePlayerEnterZone(this, static_cast<WorldStateZoneId>(newZone));
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sBattlefieldMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
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sBattlefieldMgr->HandlePlayerEnterZone(this, newZone);
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SendInitWorldStates(newZone,
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