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[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>
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5 changed files with 91 additions and 1 deletions
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@ -95,6 +95,10 @@ enum eScriptCommand
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SCRIPT_COMMAND_GO_LOCK_STATE = 27, // source or target must be WorldObject
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// datalong= 1=lock, 2=unlock, 4=set not-interactable, 8=set interactable
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// datalong2= go entry, datalong3= go search radius
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SCRIPT_COMMAND_STAND_STATE = 28, // source = Unit (or WorldObject when creature entry defined), target = Unit (or none)
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// datalong = stand state (enum UnitStandStateType)
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// datalong2 = creature entry (searching for a buddy, closest to source), datalong3 = creature search radius
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// data_flags = flag_target_as_source = 0x01
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};
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#define MAX_TEXT_ID 4 // used for SCRIPT_COMMAND_TALK
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@ -294,6 +298,15 @@ struct ScriptInfo
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uint32 searchRadius; // datalong3
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} goLockState;
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struct // SCRIPT_COMMAND_STAND_STATE (28)
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{
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uint32 stand_state; // datalong
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uint32 creatureEntry; // datalong2
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uint32 searchRadius; // datalong3
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uint32 unused1; // datalong4
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uint32 flags; // data_flags
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} standState;
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struct
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{
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uint32 data[9];
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