fix(Core/Creature): Prevent combat movement disabled creatures from r… (#18428)

* fix(Core/Creature): Prevent combat movement disabled creatures from repositioning if target moves within model boundary

* fixbuild

* Apply suggestions from code review
This commit is contained in:
Andrew
2024-02-27 10:11:39 -03:00
committed by GitHub
parent b2e2cbfc13
commit 6df652a8dd
32 changed files with 71 additions and 74 deletions

View File

@@ -1411,7 +1411,7 @@ public:
{
alliance_riflemanAI(Creature* creature) : ScriptedAI(creature)
{
SetCombatMovement(false);
me->SetCombatMovement(false);
}
uint32 ExplodeTimer;

View File

@@ -84,7 +84,7 @@ struct boss_ayamiss : public BossAI
void Reset() override
{
BossAI::Reset();
SetCombatMovement(false);
me->SetCombatMovement(false);
me->SetReactState(REACT_AGGRESSIVE);
ScheduleHealthCheckEvent(70, [&] {
@@ -127,7 +127,7 @@ struct boss_ayamiss : public BossAI
}
else if (type == WAYPOINT_MOTION_TYPE && id == POINT_GROUND)
{
SetCombatMovement(true);
me->SetCombatMovement(true);
me->SetDisableGravity(false);
me->m_Events.AddEventAtOffset([this]()

View File

@@ -188,7 +188,7 @@ struct npc_buru_egg : public ScriptedAI
npc_buru_egg(Creature* creature) : ScriptedAI(creature)
{
_instance = me->GetInstanceScript();
SetCombatMovement(false);
me->SetCombatMovement(false);
me->SetReactState(REACT_PASSIVE);
me->SetControlled(true, UNIT_STATE_STUNNED);
}

View File

@@ -147,7 +147,7 @@ struct boss_eye_of_cthun : public BossAI
{
boss_eye_of_cthun(Creature* creature) : BossAI(creature, DATA_CTHUN)
{
SetCombatMovement(false);
me->SetCombatMovement(false);
me->m_SightDistance = 90.f;
}
@@ -377,7 +377,7 @@ struct boss_cthun : public BossAI
{
boss_cthun(Creature* creature) : BossAI(creature, DATA_CTHUN)
{
SetCombatMovement(false);
me->SetCombatMovement(false);
}
void Reset() override
@@ -597,7 +597,7 @@ struct npc_eye_tentacle : public ScriptedAI
}
}
SetCombatMovement(false);
me->SetCombatMovement(false);
}
void JustDied(Unit* /*killer*/) override
@@ -651,7 +651,7 @@ struct npc_claw_tentacle : public ScriptedAI
{
npc_claw_tentacle(Creature* creature) : ScriptedAI(creature)
{
SetCombatMovement(false);
me->SetCombatMovement(false);
if (Creature* portal = me->SummonCreature(NPC_SMALL_PORTAL, *me, TEMPSUMMON_CORPSE_DESPAWN))
{
@@ -720,7 +720,7 @@ struct npc_giant_claw_tentacle : public ScriptedAI
{
npc_giant_claw_tentacle(Creature* creature) : ScriptedAI(creature)
{
SetCombatMovement(false);
me->SetCombatMovement(false);
if (Creature* portal = me->SummonCreature(NPC_GIANT_PORTAL, *me, TEMPSUMMON_CORPSE_DESPAWN))
{
@@ -870,7 +870,7 @@ struct npc_giant_eye_tentacle : public ScriptedAI
{
npc_giant_eye_tentacle(Creature* creature) : ScriptedAI(creature)
{
SetCombatMovement(false);
me->SetCombatMovement(false);
if (Creature* portal = me->SummonCreature(NPC_GIANT_PORTAL, *me, TEMPSUMMON_CORPSE_DESPAWN))
{

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@@ -106,7 +106,7 @@ struct boss_ouro : public BossAI
{
boss_ouro(Creature* creature) : BossAI(creature, DATA_OURO)
{
SetCombatMovement(false);
me->SetCombatMovement(false);
me->SetControlled(true, UNIT_STATE_ROOT);
}

View File

@@ -366,7 +366,7 @@ struct npc_toxic_slime : public ScriptedAI
void InitializeAI() override
{
SetCombatMovement(false);
me->SetCombatMovement(false);
DoCastSelf(SPELL_TOXIN);
InstanceScript* instance = me->GetInstanceScript();

View File

@@ -99,7 +99,7 @@ public:
{
npc_tiger_matriarch_creditAI(Creature* creature) : ScriptedAI(creature)
{
SetCombatMovement(false);
me->SetCombatMovement(false);
events.ScheduleEvent(EVENT_CHECK_SUMMON_AURA, 2s);
}