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[8731] Restore difficulty 1 spawn use for creatures with special difficulty 1 versions.
* Rename creature template `heroic_entry` => `difficulty_entry_1`
Possible need add 2 more fields for 2-3
* Use 2 more EventAI EFLAG_* flags for 2-3 difficulty support, update checks.
* Update area trigger code.
Note: support for specialized creature version for difficulties 2-3 not added yet
and will be used same as difficulty 1 mode.
TODO: Rename area triggers heroickey/etc fields ?
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15 changed files with 86 additions and 78 deletions
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@ -184,13 +184,13 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player)
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MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID,player->GetDifficulty(entry->map_type == MAP_RAID));
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if (!mapDiff)
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{
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bool isHeroicTargetMap = entry->map_type == MAP_RAID
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? (player->GetRaidDifficulty() >= RAID_DIFFICULTY_10MAN_HEROIC)
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: (player->GetDungeonDifficulty() >= DUNGEON_DIFFICULTY_HEROIC);
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bool isNormalTargetMap = entry->map_type == MAP_RAID
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? (player->GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
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: (player->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL);
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//Send aborted message
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// FIX ME: what about absent normal/heroic mode with specific players limit...
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player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, isHeroicTargetMap ? DUNGEON_DIFFICULTY_HEROIC : DUNGEON_DIFFICULTY_NORMAL);
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player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
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return false;
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}
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