fix(Core/Util): EventMap::RepeatEvent when eventId is retrieved by ExecuteEvent() call (#3426)

This commit is contained in:
Andrius Peleckas
2020-10-17 15:59:22 +03:00
committed by GitHub
parent 32da0eeb9e
commit ab5933effa
131 changed files with 558 additions and 1012 deletions

View File

@@ -491,24 +491,21 @@ public:
void UpdateAI(uint32 diff) override
{
events.Update(diff);
switch (events.GetEvent())
switch (events.ExecuteEvent())
{
case EVENT_GHOUL_MOVE_TO_PIT:
me->GetMotionMaster()->MovePoint(1, 2364.77f, -5776.14f, 151.36f);
if (Creature* gothik = ObjectAccessor::GetCreature(*me, gothikGUID))
gothik->AI()->DoAction(SAY_GOTHIK_PIT);
events.PopEvent();
break;
case EVENT_GHOUL_EMOTE:
me->CastSpell(me, SPELL_GHOUL_EMERGE, true);
events.PopEvent();
break;
case EVENT_GHOUL_RESTORE_STATE:
me->SetReactState(REACT_DEFENSIVE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);
if (Player* owner = me->GetCharmerOrOwnerPlayerOrPlayerItself())
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, frand(0.0f, 2 * M_PI));
events.PopEvent();
events.ScheduleEvent(EVENT_GHOUL_CHECK_COMBAT, 1000);
return;
case EVENT_GHOUL_CHECK_COMBAT: