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feat(Core/SmartScripts): Add an action_param3 to "summon gob" to control when the object will despawn (#10254)
* cherry-pick commit (TrinityCore/TrinityCore@ca4f1e3)
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@@ -65,6 +65,12 @@ enum NotifyFlags
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NOTIFY_ALL = 0xFF
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};
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enum GOSummonType
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{
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GO_SUMMON_TIMED_OR_CORPSE_DESPAWN = 0, // despawns after a specified time OR when the summoner dies
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GO_SUMMON_TIMED_DESPAWN = 1 // despawns after a specified time
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};
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class WorldPacket;
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class UpdateData;
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class ByteBuffer;
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@@ -516,7 +522,7 @@ public:
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TempSummon* SummonCreature(uint32 id, const Position& pos, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint32 vehId = 0, SummonPropertiesEntry const* properties = nullptr) const;
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TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, SummonPropertiesEntry const* properties = nullptr);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true, GOSummonType summonType = GO_SUMMON_TIMED_OR_CORPSE_DESPAWN);
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Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel = false, CreatureAI * (*GetAI)(Creature*) = nullptr);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
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