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[7666] For heroic mode creature use AIName from normal mode version in same way as done for ScriptName.
Also at creature templates loading check that AIName/ScriptName not set for heroic mode creature versions.
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parent
1ebf1a5ba4
commit
721e005b84
6 changed files with 25 additions and 9 deletions
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@ -1993,12 +1993,17 @@ uint32 Creature::getLevelForTarget( Unit const* target ) const
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return level;
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}
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std::string Creature::GetScriptName()
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std::string Creature::GetAIName() const
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{
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return ObjectMgr::GetCreatureTemplate(GetEntry())->AIName;
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}
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std::string Creature::GetScriptName() const
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{
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return objmgr.GetScriptName(GetScriptId());
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}
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uint32 Creature::GetScriptId()
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uint32 Creature::GetScriptId() const
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{
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return ObjectMgr::GetCreatureTemplate(GetEntry())->ScriptID;
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}
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@ -532,8 +532,9 @@ class MANGOS_DLL_SPEC Creature : public Unit
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CreatureInfo const *GetCreatureInfo() const { return m_creatureInfo; }
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CreatureDataAddon const* GetCreatureAddon() const;
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std::string GetScriptName();
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uint32 GetScriptId();
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std::string GetAIName() const;
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std::string GetScriptName() const;
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uint32 GetScriptId() const;
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void prepareGossipMenu( Player *pPlayer, uint32 gossipid = 0 );
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void sendPreparedGossip( Player* player );
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@ -38,12 +38,10 @@ namespace FactorySelector
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return scriptedAI;
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CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
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assert( creature->GetCreatureInfo() != NULL );
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CreatureInfo const *cinfo=creature->GetCreatureInfo();
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const CreatureAICreator *ai_factory = NULL;
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std::string ainame=cinfo->AIName;
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std::string ainame=creature->GetAIName();
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// select by NPC flags _first_ - otherwise EventAI might be choosen for pets/totems
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// excplicit check for isControlled() and owner type to allow guardian, mini-pets and pets controlled by NPCs to be scripted by EventAI
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@ -32,7 +32,7 @@
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int CreatureEventAI::Permissible(const Creature *creature)
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{
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if( creature->GetCreatureInfo()->AIName == "EventAI" )
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if( creature->GetAIName() == "EventAI" )
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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}
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@ -528,6 +528,18 @@ void ObjectMgr::LoadCreatureTemplates()
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continue;
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}
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if(heroicInfo->AIName && *heroicInfo->AIName)
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{
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sLog.outErrorDb("Heroic mode creature (Entry: %u) has `AIName`, but in any case will used normal mode creature (Entry: %u) AIName.",cInfo->HeroicEntry,i);
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continue;
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}
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if(heroicInfo->ScriptID)
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{
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sLog.outErrorDb("Heroic mode creature (Entry: %u) has `ScriptName`, but in any case will used normal mode creature (Entry: %u) ScriptName.",cInfo->HeroicEntry,i);
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continue;
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}
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hasHeroicEntries.insert(i);
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heroicEntries.insert(cInfo->HeroicEntry);
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}
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7665"
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#define REVISION_NR "7666"
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#endif // __REVISION_NR_H__
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