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fix(Core/Creature): Use proper name for wander distance (#2858)
* Change from spawndist to wander_distance Co-Authored-By: ratkosrb <ratkosrb@users.noreply.github.com> * fix sql error Co-Authored-By: ratkosrb <ratkosrb@users.noreply.github.com> * Let's see if this fixes eluna :) * Revert "Let's see if this fixes eluna :)" This reverts commit be675bf83fc6a02f3347ea76408152d623d374bf. * fix indent * Revert "fix indent" This reverts commit f4cb3d2d9fa908445d342b6f2e6dda9d52fd4665. * Revert "Revert "fix indent"" This reverts commit 48527cfd2f9031f95bdf6e0d7b90111a3c0dc0f2. Co-authored-by: ratkosrb <ratkosrb@users.noreply.github.com>
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@@ -160,7 +160,7 @@ bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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}
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Creature::Creature(bool isWorldObject): Unit(isWorldObject), MovableMapObject(), m_groupLootTimer(0), lootingGroupLowGUID(0), m_PlayerDamageReq(0), m_lootRecipient(0), m_lootRecipientGroup(0),
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m_corpseRemoveTime(0), m_respawnTime(0), m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f),
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m_corpseRemoveTime(0), m_respawnTime(0), m_respawnDelay(300), m_corpseDelay(60), m_wanderDistance(0.0f),
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m_transportCheckTimer(1000), lootPickPocketRestoreTime(0), m_reactState(REACT_AGGRESSIVE), m_defaultMovementType(IDLE_MOTION_TYPE),
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m_DBTableGuid(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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@@ -387,7 +387,7 @@ bool Creature::InitEntry(uint32 Entry, const CreatureData* data)
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// checked at loading
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m_defaultMovementType = MovementGeneratorType(cinfo->MovementType);
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if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE)
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if (!m_wanderDistance && m_defaultMovementType == RANDOM_MOTION_TYPE)
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m_defaultMovementType = IDLE_MOTION_TYPE;
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for (uint8 i=0; i < CREATURE_MAX_SPELLS; ++i)
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@@ -1072,12 +1072,12 @@ void Creature::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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data.spawntimesecs = m_respawnDelay;
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// prevent add data integrity problems
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data.spawndist = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0.0f : m_respawnradius;
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data.wander_distance = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0.0f : m_wanderDistance;
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data.currentwaypoint = 0;
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data.curhealth = GetHealth();
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data.curmana = GetPower(POWER_MANA);
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// prevent add data integrity problems
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data.movementType = !m_respawnradius && GetDefaultMovementType() == RANDOM_MOTION_TYPE
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data.movementType = !m_wanderDistance && GetDefaultMovementType() == RANDOM_MOTION_TYPE
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? IDLE_MOTION_TYPE : GetDefaultMovementType();
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data.spawnMask = spawnMask;
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data.npcflag = npcflag;
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@@ -1106,7 +1106,7 @@ void Creature::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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stmt->setFloat(index++, GetPositionZ());
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stmt->setFloat(index++, GetOrientation());
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stmt->setUInt32(index++, m_respawnDelay);
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stmt->setFloat(index++, m_respawnradius);
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stmt->setFloat(index++, m_wanderDistance);
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stmt->setUInt32(index++, 0);
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stmt->setUInt32(index++, GetHealth());
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stmt->setUInt32(index++, GetPower(POWER_MANA));
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@@ -1345,7 +1345,7 @@ bool Creature::LoadCreatureFromDB(uint32 guid, Map* map, bool addToMap, bool gri
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//We should set first home position, because then AI calls home movement
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SetHomePosition(data->posX, data->posY, data->posZ, data->orientation);
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m_respawnradius = data->spawndist;
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m_wanderDistance = data->wander_distance;
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m_respawnDelay = data->spawntimesecs;
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m_deathState = ALIVE;
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@@ -2408,7 +2408,7 @@ void Creature::GetRespawnPosition(float &x, float &y, float &z, float* ori, floa
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if (ori)
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*ori = data->orientation;
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if (dist)
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*dist = data->spawndist;
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*dist = data->wander_distance;
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return;
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}
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@@ -253,7 +253,7 @@ struct CreatureData
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{
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CreatureData() : id(0), mapid(0), phaseMask(0), displayid(0), equipmentId(0),
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posX(0.0f), posY(0.0f), posZ(0.0f), orientation(0.0f), spawntimesecs(0),
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spawndist(0.0f), currentwaypoint(0), curhealth(0), curmana(0), movementType(0),
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wander_distance(0.0f), currentwaypoint(0), curhealth(0), curmana(0), movementType(0),
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spawnMask(0), npcflag(0), unit_flags(0), dynamicflags(0), dbData(true), overwrittenZ(false) { }
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uint32 id; // entry in creature_template
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uint16 mapid;
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@@ -265,7 +265,7 @@ struct CreatureData
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float posZ;
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float orientation;
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uint32 spawntimesecs;
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float spawndist;
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float wander_distance;
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uint32 currentwaypoint;
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uint32 curhealth;
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uint32 curmana;
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@@ -640,8 +640,8 @@ class Creature : public Unit, public GridObject<Creature>, public MovableMapObje
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uint32 GetRespawnDelay() const { return m_respawnDelay; }
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void SetRespawnDelay(uint32 delay) { m_respawnDelay = delay; }
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float GetRespawnRadius() const { return m_respawnradius; }
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void SetRespawnRadius(float dist) { m_respawnradius = dist; }
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float GetWanderDistance() const { return m_wanderDistance; }
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void SetWanderDistance(float dist) { m_wanderDistance = dist; }
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uint32 m_groupLootTimer; // (msecs)timer used for group loot
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uint32 lootingGroupLowGUID; // used to find group which is looting corpse
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@@ -735,7 +735,7 @@ class Creature : public Unit, public GridObject<Creature>, public MovableMapObje
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time_t m_respawnTime; // (secs) time of next respawn
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uint32 m_respawnDelay; // (secs) delay between corpse disappearance and respawning
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uint32 m_corpseDelay; // (secs) delay between death and corpse disappearance
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float m_respawnradius;
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float m_wanderDistance;
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uint16 m_transportCheckTimer;
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uint32 lootPickPocketRestoreTime;
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