mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Creatures): Added new AI function OnTeleportUnreacheablePlayer to teleport all unreachable players. (#12193)
* fix(Core/Creatures): Implemented CREATURE_FLAG_EXTRA_TELEPORT_UNREACHABLE_PLAYERS. Fixed #11750 * Update. * Update. * Update.
This commit is contained in:
@@ -220,7 +220,7 @@ Creature::Creature(bool isWorldObject): Unit(isWorldObject), MovableMapObject(),
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m_transportCheckTimer(1000), lootPickPocketRestoreTime(0), m_reactState(REACT_AGGRESSIVE), m_defaultMovementType(IDLE_MOTION_TYPE),
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m_spawnId(0), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
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m_AlreadySearchedAssistance(false), m_regenHealth(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_moveInLineOfSightDisabled(false), m_moveInLineOfSightStrictlyDisabled(false),
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m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_detectionDistance(20.0f), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(nullptr), m_cannotReachTarget(false), m_cannotReachTimer(0),
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m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_detectionDistance(20.0f), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(nullptr), m_cannotReachTimer(0),
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_isMissingSwimmingFlagOutOfCombat(false), m_assistanceTimer(0), _playerDamageReq(0), _damagedByPlayer(false)
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{
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m_regenTimer = CREATURE_REGEN_INTERVAL;
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@@ -628,207 +628,238 @@ void Creature::Update(uint32 diff)
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LOG_ERROR("entities.unit", "Creature ({}) in wrong state: JUST_DEAD (1)", GetGUID().ToString());
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break;
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case DEAD:
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{
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time_t now = GameTime::GetGameTime().count();
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if (m_respawnTime <= now)
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{
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time_t now = GameTime::GetGameTime().count();
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if (m_respawnTime <= now)
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ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_RESPAWN, GetEntry());
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if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
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{
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ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_RESPAWN, GetEntry());
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if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
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{
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// Creature should not respawn, reset respawn timer. Conditions will be checked again the next time it tries to respawn.
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m_respawnTime = GameTime::GetGameTime().count() + m_respawnDelay;
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break;
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}
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bool allowed = !IsAIEnabled || AI()->CanRespawn(); // First check if there are any scripts that prevent us respawning
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if (!allowed) // Will be rechecked on next Update call
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break;
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ObjectGuid dbtableHighGuid = ObjectGuid::Create<HighGuid::Unit>(GetEntry(), m_spawnId);
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time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
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if (!linkedRespawntime) // Can respawn
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Respawn();
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else // the master is dead
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{
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ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
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if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
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SetRespawnTime(DAY);
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else
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m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
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SaveRespawnTime(); // also save to DB immediately
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}
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// Creature should not respawn, reset respawn timer. Conditions will be checked again the next time it tries to respawn.
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m_respawnTime = GameTime::GetGameTime().count() + m_respawnDelay;
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break;
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}
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bool allowed = !IsAIEnabled || AI()->CanRespawn(); // First check if there are any scripts that prevent us respawning
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if (!allowed) // Will be rechecked on next Update call
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break;
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ObjectGuid dbtableHighGuid = ObjectGuid::Create<HighGuid::Unit>(GetEntry(), m_spawnId);
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time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
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if (!linkedRespawntime) // Can respawn
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Respawn();
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else // the master is dead
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{
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ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
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if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
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SetRespawnTime(DAY);
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else
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m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
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SaveRespawnTime(); // also save to DB immediately
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}
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break;
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}
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break;
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}
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case CORPSE:
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{
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Unit::Update(diff);
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// deathstate changed on spells update, prevent problems
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if (m_deathState != CORPSE)
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break;
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if (m_groupLootTimer && lootingGroupLowGUID)
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{
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if (m_groupLootTimer <= diff)
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{
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Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
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if (group)
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group->EndRoll(&loot, GetMap());
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m_groupLootTimer = 0;
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lootingGroupLowGUID = 0;
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}
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else
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{
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m_groupLootTimer -= diff;
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}
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}
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else if (m_corpseRemoveTime <= GameTime::GetGameTime().count())
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{
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RemoveCorpse(false);
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LOG_DEBUG("entities.unit", "Removing corpse... {} ", GetUInt32Value(OBJECT_FIELD_ENTRY));
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}
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{
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Unit::Update(diff);
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// deathstate changed on spells update, prevent problems
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if (m_deathState != CORPSE)
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break;
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}
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case ALIVE:
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if (m_groupLootTimer && lootingGroupLowGUID)
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{
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Unit::Update(diff);
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// creature can be dead after Unit::Update call
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// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
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if (!IsAlive())
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break;
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// if creature is charmed, switch to charmed AI
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if (NeedChangeAI)
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if (m_groupLootTimer <= diff)
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{
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UpdateCharmAI();
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NeedChangeAI = false;
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IsAIEnabled = true;
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Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
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if (group)
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group->EndRoll(&loot, GetMap());
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m_groupLootTimer = 0;
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lootingGroupLowGUID = 0;
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}
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else
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{
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m_groupLootTimer -= diff;
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}
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}
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else if (m_corpseRemoveTime <= GameTime::GetGameTime().count())
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{
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RemoveCorpse(false);
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LOG_DEBUG("entities.unit", "Removing corpse... {} ", GetUInt32Value(OBJECT_FIELD_ENTRY));
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}
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break;
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}
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case ALIVE:
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{
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Unit::Update(diff);
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// xinef: update combat state, if npc is not in combat - return to spawn correctly by calling EnterEvadeMode
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SelectVictim();
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// creature can be dead after Unit::Update call
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// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
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if (!IsAlive())
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break;
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// if creature is charmed, switch to charmed AI
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if (NeedChangeAI)
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{
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UpdateCharmAI();
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NeedChangeAI = false;
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IsAIEnabled = true;
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// xinef: update combat state, if npc is not in combat - return to spawn correctly by calling EnterEvadeMode
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SelectVictim();
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}
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// periodic check to see if the creature has passed an evade boundary
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if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
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{
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if (diff >= m_boundaryCheckTime)
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{
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AI()->CheckInRoom();
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m_boundaryCheckTime = 2500;
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}
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else
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m_boundaryCheckTime -= diff;
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}
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Unit* owner = GetCharmerOrOwner();
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if (IsCharmed() && !IsWithinDistInMap(owner, GetMap()->GetVisibilityRange(), true, false))
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{
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RemoveCharmAuras();
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}
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if (Unit* victim = GetVictim())
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{
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// If we are closer than 50% of the combat reach we are going to reposition the victim
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if (diff >= m_moveBackwardsMovementTime)
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{
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float MaxRange = GetCollisionRadius() + GetVictim()->GetCollisionRadius();
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if (IsInDist(victim, MaxRange))
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AI()->MoveBackwardsChecks();
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m_moveBackwardsMovementTime = urand(MOVE_BACKWARDS_CHECK_INTERVAL, MOVE_BACKWARDS_CHECK_INTERVAL * 3);
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}
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else
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{
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m_moveBackwardsMovementTime -= diff;
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}
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// periodic check to see if the creature has passed an evade boundary
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if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
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// Circling the target
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if (diff >= m_moveCircleMovementTime)
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{
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if (diff >= m_boundaryCheckTime)
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{
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AI()->CheckInRoom();
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m_boundaryCheckTime = 2500;
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} else
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m_boundaryCheckTime -= diff;
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AI()->MoveCircleChecks();
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m_moveCircleMovementTime = urand(MOVE_CIRCLE_CHECK_INTERVAL, MOVE_CIRCLE_CHECK_INTERVAL * 2);
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}
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Unit* owner = GetCharmerOrOwner();
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if (IsCharmed() && !IsWithinDistInMap(owner, GetMap()->GetVisibilityRange(), true, false))
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else
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{
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RemoveCharmAuras();
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m_moveCircleMovementTime -= diff;
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}
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}
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if (Unit *victim = GetVictim())
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// Call for assistance if not disabled
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if (m_assistanceTimer)
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{
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if (m_assistanceTimer <= diff)
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{
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// If we are closer than 50% of the combat reach we are going to reposition the victim
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if (diff >= m_moveBackwardsMovementTime)
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if (CanPeriodicallyCallForAssistance())
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{
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float MaxRange = GetCollisionRadius() + GetVictim()->GetCollisionRadius();
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if (IsInDist(victim, MaxRange))
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AI()->MoveBackwardsChecks();
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m_moveBackwardsMovementTime = urand(MOVE_BACKWARDS_CHECK_INTERVAL, MOVE_BACKWARDS_CHECK_INTERVAL * 3);
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}
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else
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{
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m_moveBackwardsMovementTime -= diff;
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}
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// Circling the target
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if (diff >= m_moveCircleMovementTime)
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{
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AI()->MoveCircleChecks();
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m_moveCircleMovementTime = urand(MOVE_CIRCLE_CHECK_INTERVAL, MOVE_CIRCLE_CHECK_INTERVAL * 2);
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}
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else
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{
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m_moveCircleMovementTime -= diff;
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SetNoCallAssistance(false);
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CallAssistance();
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}
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m_assistanceTimer = sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_PERIOD);
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}
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// Call for assistance if not disabled
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if (m_assistanceTimer)
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else
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{
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if (m_assistanceTimer <= diff)
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m_assistanceTimer -= diff;
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}
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}
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if (!IsInEvadeMode() && IsAIEnabled)
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{
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// do not allow the AI to be changed during update
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m_AI_locked = true;
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i_AI->UpdateAI(diff);
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m_AI_locked = false;
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}
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// creature can be dead after UpdateAI call
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// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
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if (!IsAlive())
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break;
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m_regenTimer -= diff;
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if (m_regenTimer <= 0)
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{
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if (!IsInEvadeMode())
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{
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// regenerate health if not in combat or if polymorphed)
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if (!IsInCombat() || IsPolymorphed())
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RegenerateHealth();
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else if (IsNotReachableAndNeedRegen())
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{
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if (CanPeriodicallyCallForAssistance())
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// regenerate health if cannot reach the target and the setting is set to do so.
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// this allows to disable the health regen of raid bosses if pathfinding has issues for whatever reason
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if (sWorld->getBoolConfig(CONFIG_REGEN_HP_CANNOT_REACH_TARGET_IN_RAID) || !GetMap()->IsRaid())
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{
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SetNoCallAssistance(false);
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CallAssistance();
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}
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m_assistanceTimer = sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_PERIOD);
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}
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else
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{
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m_assistanceTimer -= diff;
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}
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}
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if (!IsInEvadeMode() && IsAIEnabled)
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{
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// do not allow the AI to be changed during update
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m_AI_locked = true;
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i_AI->UpdateAI(diff);
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m_AI_locked = false;
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}
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// creature can be dead after UpdateAI call
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// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
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if (!IsAlive())
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break;
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m_regenTimer -= diff;
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if (m_regenTimer <= 0)
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{
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if (!IsInEvadeMode())
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{
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// regenerate health if not in combat or if polymorphed)
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if (!IsInCombat() || IsPolymorphed())
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RegenerateHealth();
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else if (IsNotReachableAndNeedRegen())
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LOG_DEBUG("entities.unit", "RegenerateHealth() enabled because Creature cannot reach the target. Detail: {}", GetDebugInfo());
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}
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else
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LOG_DEBUG("entities.unit", "RegenerateHealth() disabled even if the Creature cannot reach the target. Detail: {}", GetDebugInfo());
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}
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}
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if (getPowerType() == POWER_ENERGY)
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Regenerate(POWER_ENERGY);
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else
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Regenerate(POWER_MANA);
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m_regenTimer += CREATURE_REGEN_INTERVAL;
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}
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if (CanNotReachTarget() && !IsInEvadeMode())
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{
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m_cannotReachTimer += diff;
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if (m_cannotReachTimer >= (sWorld->getIntConfig(CONFIG_NPC_EVADE_IF_NOT_REACHABLE) * IN_MILLISECONDS))
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{
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Player* cannotReachPlayer = ObjectAccessor::GetPlayer(*this, m_cannotReachTarget);
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if (cannotReachPlayer && IsEngagedBy(cannotReachPlayer) && IsAIEnabled && AI()->OnTeleportUnreacheablePlayer(cannotReachPlayer))
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{
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SetCannotReachTarget();
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}
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else if (!GetMap()->IsRaid())
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{
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auto EnterEvade = [&]()
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{
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// regenerate health if cannot reach the target and the setting is set to do so.
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// this allows to disable the health regen of raid bosses if pathfinding has issues for whatever reason
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if (sWorld->getBoolConfig(CONFIG_REGEN_HP_CANNOT_REACH_TARGET_IN_RAID) || !GetMap()->IsRaid())
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if (CreatureAI* ai = AI())
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{
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RegenerateHealth();
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LOG_DEBUG("entities.unit", "RegenerateHealth() enabled because Creature cannot reach the target. Detail: {}", GetDebugInfo());
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ai->EnterEvadeMode(CreatureAI::EvadeReason::EVADE_REASON_NO_PATH);
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}
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};
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if (GetThreatMgr().getThreatList().size() <= 1)
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{
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EnterEvade();
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}
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else
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{
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if (HostileReference* ref = GetThreatMgr().getOnlineContainer().getReferenceByTarget(m_cannotReachTarget))
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{
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ref->removeReference();
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SetCannotReachTarget();
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}
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else
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LOG_DEBUG("entities.unit", "RegenerateHealth() disabled even if the Creature cannot reach the target. Detail: {}", GetDebugInfo());
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{
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EnterEvade();
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}
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}
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}
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if (getPowerType() == POWER_ENERGY)
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Regenerate(POWER_ENERGY);
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else
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Regenerate(POWER_MANA);
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m_regenTimer += CREATURE_REGEN_INTERVAL;
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}
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if (CanNotReachTarget() && !IsInEvadeMode() && !GetMap()->IsRaid())
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{
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m_cannotReachTimer += diff;
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if (IsNotReachable() && IsAIEnabled)
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{
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AI()->EnterEvadeMode();
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}
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}
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break;
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}
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break;
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}
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default:
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break;
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}
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@@ -1926,7 +1957,7 @@ void Creature::setDeathState(DeathState s, bool despawn)
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SetFullHealth();
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SetLootRecipient(nullptr);
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ResetPlayerDamageReq();
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SetCannotReachTarget(false);
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SetCannotReachTarget();
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CreatureTemplate const* cinfo = GetCreatureTemplate();
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// Xinef: npc run by default
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//SetWalk(true);
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@@ -3457,15 +3488,35 @@ bool Creature::IsMovementPreventedByCasting() const
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return false;
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}
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void Creature::SetCannotReachTarget(bool cannotReach)
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void Creature::SetCannotReachTarget(ObjectGuid const& cannotReach)
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{
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if (cannotReach == m_cannotReachTarget)
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{
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return;
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}
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m_cannotReachTarget = cannotReach;
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m_cannotReachTimer = 0;
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if (cannotReach)
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{
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LOG_DEBUG("entities.unit", "Creature::SetCannotReachTarget() called with true. Details: {}", GetDebugInfo());
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}
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}
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bool Creature::CanNotReachTarget() const
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{
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return m_cannotReachTarget;
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}
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bool Creature::IsNotReachableAndNeedRegen() const
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{
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if (CanNotReachTarget())
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{
|
||||
return m_cannotReachTimer >= (sWorld->getIntConfig(CONFIG_NPC_REGEN_TIME_IF_NOT_REACHABLE_IN_RAID) * IN_MILLISECONDS);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
time_t Creature::GetLastDamagedTime() const
|
||||
|
||||
@@ -309,10 +309,9 @@ public:
|
||||
return m_charmInfo->GetCharmSpell(pos)->GetAction();
|
||||
}
|
||||
|
||||
void SetCannotReachTarget(bool cannotReach);
|
||||
[[nodiscard]] bool CanNotReachTarget() const { return m_cannotReachTarget; }
|
||||
[[nodiscard]] bool IsNotReachable() const { return (m_cannotReachTimer >= (sWorld->getIntConfig(CONFIG_NPC_EVADE_IF_NOT_REACHABLE) * IN_MILLISECONDS)) && m_cannotReachTarget; }
|
||||
[[nodiscard]] bool IsNotReachableAndNeedRegen() const { return (m_cannotReachTimer >= (sWorld->getIntConfig(CONFIG_NPC_REGEN_TIME_IF_NOT_REACHABLE_IN_RAID) * IN_MILLISECONDS)) && m_cannotReachTarget; }
|
||||
void SetCannotReachTarget(ObjectGuid const& target = ObjectGuid::Empty);
|
||||
[[nodiscard]] bool CanNotReachTarget() const;
|
||||
[[nodiscard]] bool IsNotReachableAndNeedRegen() const;
|
||||
|
||||
void SetPosition(float x, float y, float z, float o);
|
||||
void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
|
||||
@@ -456,7 +455,7 @@ private:
|
||||
|
||||
mutable std::shared_ptr<time_t> _lastDamagedTime; // Part of Evade mechanics
|
||||
|
||||
bool m_cannotReachTarget;
|
||||
ObjectGuid m_cannotReachTarget;
|
||||
uint32 m_cannotReachTimer;
|
||||
|
||||
Spell const* _focusSpell; ///> Locks the target during spell cast for proper facing
|
||||
|
||||
@@ -80,8 +80,7 @@ enum CreatureFlagsExtra : uint32
|
||||
CREATURE_FLAG_EXTRA_HARD_RESET = 0x80000000,
|
||||
|
||||
// Masks
|
||||
CREATURE_FLAG_EXTRA_UNUSED = (CREATURE_FLAG_EXTRA_UNUSED_12 | CREATURE_FLAG_EXTRA_UNUSED_26 |
|
||||
CREATURE_FLAG_EXTRA_UNUSED_27 | CREATURE_FLAG_EXTRA_UNUSED_28), // SKIP
|
||||
CREATURE_FLAG_EXTRA_UNUSED = (CREATURE_FLAG_EXTRA_UNUSED_12 | CREATURE_FLAG_EXTRA_UNUSED_26 | CREATURE_FLAG_EXTRA_UNUSED_27 | CREATURE_FLAG_EXTRA_UNUSED_28), // SKIP
|
||||
|
||||
CREATURE_FLAG_EXTRA_DB_ALLOWED = (0xFFFFFFFF & ~(CREATURE_FLAG_EXTRA_UNUSED | CREATURE_FLAG_EXTRA_DUNGEON_BOSS)) // SKIP
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user