[9127] Allow use delayed forced despawn also in EAI.

Signed-off-by: ApoC <apoc@nymfe.net>
This commit is contained in:
ApoC 2009-11-21 16:00:17 +01:00
parent 72c00883e2
commit 6311b73413
4 changed files with 9 additions and 4 deletions

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@ -136,7 +136,7 @@ Each event type has its own specific interpretation of it's params, like every e
38 ACTION_T_ZONE_COMBAT_PULSE No Params Puts all players within an instance into combat with the creature. Only works when a creature is already in combat. Doesn't work outside instances. 38 ACTION_T_ZONE_COMBAT_PULSE No Params Puts all players within an instance into combat with the creature. Only works when a creature is already in combat. Doesn't work outside instances.
39 ACTION_T_CALL_FOR_HELP Radius Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target. 39 ACTION_T_CALL_FOR_HELP Radius Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target.
40 ACTION_T_SET_SHEATH Sheath Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon). 40 ACTION_T_SET_SHEATH Sheath Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon).
41 ACTION_T_FORCE_DESPAWN No Params Despawns the creature 41 ACTION_T_FORCE_DESPAWN Delay Despawns the creature, if delay = 0 immediate otherwise after delay (in ms).
42 ACTION_T_SET_INVINCIBILITY_HP_LEVEL hp_level, is_percent Set min. health level for creature that can be set at damage as flat value or percent from max health 42 ACTION_T_SET_INVINCIBILITY_HP_LEVEL hp_level, is_percent Set min. health level for creature that can be set at damage as flat value or percent from max health
* = Use -1 where the param is expected to do nothing. Random constant is generated for each event, so if you have a random yell and a random sound, they will be linked up with each other (ie. param2 with param2). * = Use -1 where the param is expected to do nothing. Random constant is generated for each event, so if you have a random yell and a random sound, they will be linked up with each other (ie. param2 with param2).

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@ -771,7 +771,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
} }
case ACTION_T_FORCE_DESPAWN: case ACTION_T_FORCE_DESPAWN:
{ {
m_creature->ForcedDespawn(); m_creature->ForcedDespawn(action.forced_despawn.msDelay);
break; break;
} }
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL: case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:

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@ -364,7 +364,12 @@ struct CreatureEventAI_Action
{ {
uint32 sheath; uint32 sheath;
} set_sheath; } set_sheath;
// ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42 // ACTION_T_FORCE_DESPAWN = 41
struct
{
uint32 msDelay;
} forced_despawn;
// ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42
struct struct
{ {
uint32 hp_level; uint32 hp_level;

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "9126" #define REVISION_NR "9127"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__