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fix(Core/Creature): Fixed GroupAI flags usage in creature_formations (#7544)
* fix(Core/Creature): Fixed GroupAI flags usage * fix(Core/Creature): build fix + code style... * fix(Core/Creatures): trailing white spaces... * Core/Formations: allow only certain members to have follow formation * Core/Formations: fixed ancient data corruption in CreatureGroup::LeaderMoveTo * Core/Formations: minor optimization * Core/Formations: improved some warning messages * Core/Formations: do not load invalid formation data which has unsupported group ai * Core/Formations: minor adjust for recent commit * Core/Formations: log formation data which has angle and distance but dont have GROUP_AI_FLAG_FOLLOW_LEADER flag * Core/Formations: Minor optimization for formation data handling * Core/Formations: make sure that FormationInfo members are always initialized on its creation * Core/Formations: minor warnings adjustments * DB/Formations: fixed some warnings * Core/Formations: check group flags only if there is any I have gues that maybe leader could not assist any member at all but members maybe could be linked for motion * DB/Formations: fixed rest of DB warnings * Core/Formations: more improvements for supported AI mask check * Core/Formations: more improvements for data checks * DB/Formations: fixed warnings * meh * DB/Formations: minor correction * Core/Formations: code style - brackets, you suck... :D
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@@ -1474,13 +1474,11 @@ public:
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return false;
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Player* chr = handler->GetSession()->GetPlayer();
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FormationInfo* group_member;
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group_member = new FormationInfo;
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group_member->follow_angle = (creature->GetAngle(chr) - chr->GetOrientation()) * 180 / M_PI;
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group_member->follow_dist = sqrtf(pow(chr->GetPositionX() - creature->GetPositionX(), int(2)) + pow(chr->GetPositionY() - creature->GetPositionY(), int(2)));
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group_member->leaderGUID = leaderGUID;
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group_member->groupAI = 0;
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FormationInfo group_member;
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group_member.follow_angle = (creature->GetAngle(chr) - chr->GetOrientation()) * 180 / M_PI;
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group_member.follow_dist = sqrtf(pow(chr->GetPositionX() - creature->GetPositionX(), int(2)) + pow(chr->GetPositionY() - creature->GetPositionY(), int(2)));
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group_member.leaderGUID = leaderGUID;
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group_member.groupAI = 0;
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sFormationMgr->CreatureGroupMap[lowguid] = group_member;
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creature->SearchFormation();
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@@ -1488,9 +1486,9 @@ public:
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_CREATURE_FORMATION);
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stmt->setUInt32(0, leaderGUID);
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stmt->setUInt32(1, lowguid);
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stmt->setFloat(2, group_member->follow_dist);
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stmt->setFloat(3, group_member->follow_angle);
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stmt->setUInt32(4, uint32(group_member->groupAI));
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stmt->setFloat(2, group_member.follow_dist);
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stmt->setFloat(3, group_member.follow_angle);
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stmt->setUInt32(4, uint32(group_member.groupAI));
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WorldDatabase.Execute(stmt);
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