[11582] Implement SCRIPT_COMMAND_STAND_STATE to use in *_scripts tables

Set the stand state (enum UnitStandStateType) of any Unit*

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2011-06-01 09:27:35 +02:00
parent 6dd7f784cf
commit 70d9d4ef24
5 changed files with 91 additions and 1 deletions

View file

@ -95,6 +95,10 @@ enum eScriptCommand
SCRIPT_COMMAND_GO_LOCK_STATE = 27, // source or target must be WorldObject
// datalong= 1=lock, 2=unlock, 4=set not-interactable, 8=set interactable
// datalong2= go entry, datalong3= go search radius
SCRIPT_COMMAND_STAND_STATE = 28, // source = Unit (or WorldObject when creature entry defined), target = Unit (or none)
// datalong = stand state (enum UnitStandStateType)
// datalong2 = creature entry (searching for a buddy, closest to source), datalong3 = creature search radius
// data_flags = flag_target_as_source = 0x01
};
#define MAX_TEXT_ID 4 // used for SCRIPT_COMMAND_TALK
@ -294,6 +298,15 @@ struct ScriptInfo
uint32 searchRadius; // datalong3
} goLockState;
struct // SCRIPT_COMMAND_STAND_STATE (28)
{
uint32 stand_state; // datalong
uint32 creatureEntry; // datalong2
uint32 searchRadius; // datalong3
uint32 unused1; // datalong4
uint32 flags; // data_flags
} standState;
struct
{
uint32 data[9];