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Fix combat movement (#18026)
* Improve combat movement - Removed a bunch of logic related to another attempt at fixing combat movement. - Removed SMART_ACTION_SET_CASTER_COMBAT_DIST and updated smarts scripts accordingly. - Cherry-picked7fb7432620- Cherry-picked63a6e1e048Co-Authored-By: Ludovic Barbier <ludovic.barbier03@gmail.com> Co-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com> * Some more cleanup + fix sql * More fixes to caster chase/combat movement + some cherry picks because why not - Fix casters always trying to chase to melee range - Fix casters another case of casters sometimes walking back instead of stopping - Cleaned up some code - Cherry pickedca25e8d019- Cherry picked96b289cadbCo-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com> * Added parentheses * Fixed caster combat movement when target is rooted - Made a few adjustments to chase range and stuff, but nothing set in stone. * convert uint to int --------- Co-authored-by: Ludovic Barbier <ludovic.barbier03@gmail.com> Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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@@ -755,7 +755,6 @@ bool SmartAIMgr::CheckUnusedActionParams(SmartScriptHolder const& e)
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case SMART_ACTION_EXIT_VEHICLE: return NO_PARAMS;
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case SMART_ACTION_SET_UNIT_MOVEMENT_FLAGS: return sizeof(SmartAction::movementFlag);
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case SMART_ACTION_SET_COMBAT_DISTANCE: return sizeof(SmartAction::combatDistance);
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case SMART_ACTION_SET_CASTER_COMBAT_DIST: return sizeof(SmartAction::casterDistance);
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case SMART_ACTION_FALL: return NO_PARAMS;
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case SMART_ACTION_SET_EVENT_FLAG_RESET: return sizeof(SmartAction::setActive);
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case SMART_ACTION_STOP_MOTION: return sizeof(SmartAction::stopMotion);
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@@ -1918,7 +1917,6 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
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case SMART_ACTION_EXIT_VEHICLE:
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case SMART_ACTION_SET_UNIT_MOVEMENT_FLAGS:
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case SMART_ACTION_SET_COMBAT_DISTANCE:
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case SMART_ACTION_SET_CASTER_COMBAT_DIST:
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case SMART_ACTION_SET_SIGHT_DIST:
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case SMART_ACTION_FLEE:
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case SMART_ACTION_ADD_THREAT:
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