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[9127] Allow use delayed forced despawn also in EAI.
Signed-off-by: ApoC <apoc@nymfe.net>
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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
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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.
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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.
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39 ACTION_T_CALL_FOR_HELP Radius Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target.
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39 ACTION_T_CALL_FOR_HELP Radius Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target.
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40 ACTION_T_SET_SHEATH Sheath Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon).
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40 ACTION_T_SET_SHEATH Sheath Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon).
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41 ACTION_T_FORCE_DESPAWN No Params Despawns the creature
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41 ACTION_T_FORCE_DESPAWN Delay Despawns the creature, if delay = 0 immediate otherwise after delay (in ms).
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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
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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
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* = 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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* = 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
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}
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}
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case ACTION_T_FORCE_DESPAWN:
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case ACTION_T_FORCE_DESPAWN:
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{
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{
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m_creature->ForcedDespawn();
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m_creature->ForcedDespawn(action.forced_despawn.msDelay);
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break;
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break;
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}
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}
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case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
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case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
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@ -364,7 +364,12 @@ struct CreatureEventAI_Action
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{
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{
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uint32 sheath;
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uint32 sheath;
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} set_sheath;
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} set_sheath;
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// ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42
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// ACTION_T_FORCE_DESPAWN = 41
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struct
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{
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uint32 msDelay;
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} forced_despawn;
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// ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42
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struct
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struct
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{
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{
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uint32 hp_level;
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uint32 hp_level;
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "9126"
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#define REVISION_NR "9127"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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