Core/Creature: Use proper name for wander distance

This commit is contained in:
ratkosrb authored and Ovahlord committed 2022-12-20 15:48:37 +01:00
1 parent 75447899c4
commit 122b52b079
14 files changed
+56 -49

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@@ -0,0 +1,7 @@
-- Use more appropriate name for distance used by random movement generator.
ALTER TABLE `creature`
CHANGE COLUMN `spawndist` `wander_distance` FLOAT NOT NULL DEFAULT '0' AFTER `spawntimesecs`;
-- Update name used by chat command.
UPDATE `trinity_string` SET `content_default`='Wander distance changed to: %f' WHERE `entry`=297;
UPDATE `command` SET `name`='npc set wanderdistance', `help`='Syntax: .npc set wanderdistance #dist\r\n\r\nAdjust wander distance of selected creature to dist.' WHERE `name`='npc set spawndist';
@@ -41,7 +41,7 @@ void WorldDatabaseConnection::DoPrepareStatements()
PrepareStatement(WORLD_UPD_CREATURE_FACTION, "UPDATE creature_template SET faction = ? WHERE entry = ?", CONNECTION_ASYNC);
PrepareStatement(WORLD_UPD_CREATURE_NPCFLAG, "UPDATE creature_template SET npcflag = ? WHERE entry = ?", CONNECTION_ASYNC);
PrepareStatement(WORLD_UPD_CREATURE_POSITION, "UPDATE creature SET position_x = ?, position_y = ?, position_z = ?, orientation = ? WHERE guid = ?", CONNECTION_ASYNC);
PrepareStatement(WORLD_UPD_CREATURE_SPAWN_DISTANCE, "UPDATE creature SET spawndist = ?, MovementType = ? WHERE guid = ?", CONNECTION_ASYNC);
PrepareStatement(WORLD_UPD_CREATURE_WANDER_DISTANCE, "UPDATE creature SET wander_distance = ?, MovementType = ? WHERE guid = ?", CONNECTION_ASYNC);
PrepareStatement(WORLD_UPD_CREATURE_SPAWN_TIME_SECS, "UPDATE creature SET spawntimesecs = ? WHERE guid = ?", CONNECTION_ASYNC);
PrepareStatement(WORLD_INS_CREATURE_FORMATION, "INSERT INTO creature_formations (LeaderGUID, MemberGUID, FollowDistance, FollowAngle, GroupAI) VALUES (?, ?, ?, ?, ?)", CONNECTION_ASYNC);
PrepareStatement(WORLD_INS_WAYPOINT_DATA, "INSERT INTO waypoint_data (id, point, position_x, position_y, position_z) VALUES (?, ?, ?, ?, ?)", CONNECTION_ASYNC);
@@ -81,7 +81,7 @@ void WorldDatabaseConnection::DoPrepareStatements()
PrepareStatement(WORLD_SEL_CREATURE_BY_ID, "SELECT guid FROM creature WHERE id = ?", CONNECTION_SYNCH);
PrepareStatement(WORLD_SEL_GAMEOBJECT_NEAREST, "SELECT guid, id, position_x, position_y, position_z, map, (POW(position_x - ?, 2) + POW(position_y - ?, 2) + POW(position_z - ?, 2)) AS order_ FROM gameobject WHERE map = ? AND (POW(position_x - ?, 2) + POW(position_y - ?, 2) + POW(position_z - ?, 2)) <= ? ORDER BY order_", CONNECTION_SYNCH);
PrepareStatement(WORLD_SEL_CREATURE_NEAREST, "SELECT guid, id, position_x, position_y, position_z, map, (POW(position_x - ?, 2) + POW(position_y - ?, 2) + POW(position_z - ?, 2)) AS order_ FROM creature WHERE map = ? AND (POW(position_x - ?, 2) + POW(position_y - ?, 2) + POW(position_z - ?, 2)) <= ? ORDER BY order_", CONNECTION_SYNCH);
PrepareStatement(WORLD_INS_CREATURE, "INSERT INTO creature (guid, id , map, spawnMask, PhaseId, PhaseGroup, modelid, equipment_id, position_x, position_y, position_z, orientation, spawntimesecs, spawndist, currentwaypoint, curhealth, curmana, MovementType, npcflag, unit_flags, dynamicflags) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)", CONNECTION_ASYNC);
PrepareStatement(WORLD_INS_CREATURE, "INSERT INTO creature (guid, id , map, spawnMask, PhaseId, PhaseGroup, modelid, equipment_id, position_x, position_y, position_z, orientation, spawntimesecs, wander_distance, currentwaypoint, curhealth, curmana, MovementType, npcflag, unit_flags, dynamicflags) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)", CONNECTION_ASYNC);
PrepareStatement(WORLD_DEL_GAME_EVENT_CREATURE, "DELETE FROM game_event_creature WHERE guid = ?", CONNECTION_ASYNC);
PrepareStatement(WORLD_DEL_GAME_EVENT_MODEL_EQUIP, "DELETE FROM game_event_model_equip WHERE guid = ?", CONNECTION_ASYNC);
PrepareStatement(WORLD_INS_GAMEOBJECT, "INSERT INTO gameobject (guid, id, map, spawnMask, position_x, position_y, position_z, orientation, rotation0, rotation1, rotation2, rotation3, spawntimesecs, animprogress, state) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)", CONNECTION_ASYNC);
@@ -46,7 +46,7 @@ enum WorldDatabaseStatements : uint32
WORLD_UPD_CREATURE_FACTION,
WORLD_UPD_CREATURE_NPCFLAG,
WORLD_UPD_CREATURE_POSITION,
WORLD_UPD_CREATURE_SPAWN_DISTANCE,
WORLD_UPD_CREATURE_WANDER_DISTANCE,
WORLD_UPD_CREATURE_SPAWN_TIME_SECS,
WORLD_INS_CREATURE_FORMATION,
WORLD_INS_WAYPOINT_DATA,
@@ -318,9 +318,9 @@ Creature* BattlegroundAV::AddAVCreature(uint16 cinfoid, uint16 type)
{
CreatureData &data = sObjectMgr->NewOrExistCreatureData(creature->GetSpawnId());
data.spawnGroupData = sObjectMgr->GetDefaultSpawnGroup();
data.spawndist = 5;
data.wanderDistance = 5;
}
//else spawndist will be 15, so creatures move maximum=10
//else wanderDistance will be 15, so creatures move maximum=10
//creature->SetDefaultMovementType(RANDOM_MOTION_TYPE);
creature->GetMotionMaster()->Initialize();
creature->setDeathState(JUST_DIED);
@@ -268,7 +268,7 @@ bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
Creature::Creature(bool isWorldObject): Unit(isWorldObject), MapObject(),
m_groupLootTimer(0), lootingGroupLowGUID(0), m_PlayerDamageReq(0),
m_lootRecipient(), m_lootRecipientGroup(0), _pickpocketLootRestore(0), m_corpseRemoveTime(0), m_respawnTime(0),
m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f), m_boundaryCheckTime(2500), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE),
m_respawnDelay(300), m_corpseDelay(60), m_wanderDistance(0.0f), m_boundaryCheckTime(2500), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE),
m_defaultMovementType(IDLE_MOTION_TYPE), m_spawnId(0), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
m_AlreadySearchedAssistance(false), m_regenHealth(true), m_cannotReachTarget(false), m_cannotReachTimer(0), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),
m_originalEntry(0), m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), _waypointPathId(0), _currentWaypointNodeInfo(0, 0), _cyclicSplinePathId(0),
@@ -548,7 +548,7 @@ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/)
// checked at loading
m_defaultMovementType = MovementGeneratorType(data ? data->movementType : cinfo->MovementType);
if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE)
if (!m_wanderDistance && m_defaultMovementType == RANDOM_MOTION_TYPE)
m_defaultMovementType = IDLE_MOTION_TYPE;
for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
@@ -1336,12 +1336,12 @@ void Creature::SaveToDB(uint32 mapid, uint8 spawnMask)
}
data.spawntimesecs = m_respawnDelay;
// prevent add data integrity problems
data.spawndist = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0.0f : m_respawnradius;
data.wanderDistance = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0.0f : m_wanderDistance;
data.currentwaypoint = 0;
data.curhealth = GetHealth();
data.curmana = GetPower(POWER_MANA);
// prevent add data integrity problems
data.movementType = !m_respawnradius && GetDefaultMovementType() == RANDOM_MOTION_TYPE
data.movementType = !m_wanderDistance && GetDefaultMovementType() == RANDOM_MOTION_TYPE
? IDLE_MOTION_TYPE : GetDefaultMovementType();
data.spawnMask = spawnMask;
data.npcflag = npcflag;
@@ -1377,7 +1377,7 @@ void Creature::SaveToDB(uint32 mapid, uint8 spawnMask)
stmt->setFloat(index++, GetPositionZ());
stmt->setFloat(index++, GetOrientation());
stmt->setUInt32(index++, m_respawnDelay);
stmt->setFloat(index++, m_respawnradius);
stmt->setFloat(index++, m_wanderDistance);
stmt->setUInt32(index++, 0);
stmt->setUInt32(index++, GetHealth());
stmt->setUInt32(index++, GetPower(POWER_MANA));
@@ -1606,7 +1606,7 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
m_respawnCompatibilityMode = ((data->spawnGroupData->flags & SPAWNGROUP_FLAG_COMPATIBILITY_MODE) != 0);
m_creatureData = data;
m_respawnradius = data->spawndist;
m_wanderDistance = data->wanderDistance;
m_respawnDelay = data->spawntimesecs;
if (!Create(map->GenerateLowGuid<HighGuid::Unit>(), map, data->id, data->spawnPoint, data, 0U, !m_respawnCompatibilityMode))
@@ -2658,7 +2658,7 @@ void Creature::GetRespawnPosition(float &x, float &y, float &z, float* ori, floa
m_creatureData->spawnPoint.GetPosition(x, y, z);
if (dist)
*dist = m_creatureData->spawndist;
*dist = m_creatureData->wanderDistance;
}
else
{
+3 -3
View File
@@ -256,8 +256,8 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
uint32 GetRespawnDelay() const { return m_respawnDelay; }
void SetRespawnDelay(uint32 delay) { m_respawnDelay = delay; }
float GetRespawnRadius() const { return m_respawnradius; }
void SetRespawnRadius(float dist) { m_respawnradius = dist; }
float GetWanderDistance() const { return m_wanderDistance; }
void SetWanderDistance(float dist) { m_wanderDistance = dist; }
void DoImmediateBoundaryCheck() { m_boundaryCheckTime = 0; }
uint32 GetCombatPulseDelay() const { return m_combatPulseDelay; }
@@ -395,7 +395,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
time_t m_respawnTime; // (secs) time of next respawn
uint32 m_respawnDelay; // (secs) delay between corpse disappearance and respawning
uint32 m_corpseDelay; // (secs) delay between death and corpse disappearance
float m_respawnradius;
float m_wanderDistance;
uint32 m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check
uint32 m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse
uint32 m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons)
@@ -300,7 +300,7 @@ struct CreatureData : public SpawnData
CreatureData() : SpawnData(SPAWN_TYPE_CREATURE) { }
uint32 displayid = 0;
int8 equipmentId = 0;
float spawndist = 0.0f;
float wanderDistance = 0.0f;
uint32 currentwaypoint = 0;
uint32 curhealth = 0;
uint32 curmana = 0;
+8 -8
View File
@@ -2015,7 +2015,7 @@ void ObjectMgr::LoadCreatures()
uint32 oldMSTime = getMSTime();
// 0 1 2 3 4 5 6 7 8 9 10
QueryResult result = WorldDatabase.Query("SELECT creature.guid, id, map, position_x, position_y, position_z, orientation, modelid, equipment_id, spawntimesecs, spawndist, "
QueryResult result = WorldDatabase.Query("SELECT creature.guid, id, map, position_x, position_y, position_z, orientation, modelid, equipment_id, spawntimesecs, wander_distance, "
// 11 12 13 14 15 16 17 18 19 20 21
"currentwaypoint, curhealth, curmana, MovementType, spawnMask, eventEntry, poolSpawnId, creature.npcflag, creature.unit_flags, creature.dynamicflags, creature.phaseUseFlags, "
// 22 23 24 25
@@ -2064,7 +2064,7 @@ void ObjectMgr::LoadCreatures()
data.displayid = fields[7].GetUInt32();
data.equipmentId = fields[8].GetInt8();
data.spawntimesecs = fields[9].GetUInt32();
data.spawndist = fields[10].GetFloat();
data.wanderDistance = fields[10].GetFloat();
data.currentwaypoint= fields[11].GetUInt32();
data.curhealth = fields[12].GetUInt32();
data.curmana = fields[13].GetUInt32();
@@ -2133,14 +2133,14 @@ void ObjectMgr::LoadCreatures()
data.movementType = IDLE_MOTION_TYPE;
}
if (data.spawndist < 0.0f)
if (data.wanderDistance < 0.0f)
{
TC_LOG_ERROR("sql.sql", "Table `creature` has creature (GUID: %u Entry: %u) with `spawndist`< 0, set to 0.", guid, data.id);
data.spawndist = 0.0f;
data.wanderDistance = 0.0f;
}
else if (data.movementType == RANDOM_MOTION_TYPE)
{
if (G3D::fuzzyEq(data.spawndist, 0.0f))
if (G3D::fuzzyEq(data.wanderDistance, 0.0f))
{
TC_LOG_ERROR("sql.sql", "Table `creature` has creature (GUID: %u Entry: %u) with `MovementType`=1 (random movement) but with `spawndist`=0, replace by idle movement type (0).", guid, data.id);
data.movementType = IDLE_MOTION_TYPE;
@@ -2148,10 +2148,10 @@ void ObjectMgr::LoadCreatures()
}
else if (data.movementType == IDLE_MOTION_TYPE)
{
if (data.spawndist != 0.0f)
if (data.wanderDistance != 0.0f)
{
TC_LOG_ERROR("sql.sql", "Table `creature` has creature (GUID: %u Entry: %u) with `MovementType`=0 (idle) have `spawndist`<>0, set to 0.", guid, data.id);
data.spawndist = 0.0f;
data.wanderDistance = 0.0f;
}
}
@@ -2316,7 +2316,7 @@ ObjectGuid::LowType ObjectMgr::AddCreatureData(uint32 entry, uint32 mapId, Posit
data.displayid = 0;
data.equipmentId = 0;
data.spawntimesecs = spawntimedelay;
data.spawndist = 0;
data.wanderDistance = 0;
data.currentwaypoint = 0;
data.curhealth = stats->GenerateHealth(cInfo);
data.curmana = stats->GenerateMana(cInfo);
+1 -1
View File
@@ -133,7 +133,7 @@ enum ScriptCommands
SCRIPT_COMMAND_MODEL = 32, // source = Creature, datalong = model id
SCRIPT_COMMAND_CLOSE_GOSSIP = 33, // source = Player
SCRIPT_COMMAND_PLAYMOVIE = 34, // source = Player, datalong = movie id
SCRIPT_COMMAND_MOVEMENT = 35, // source = Creature, datalong = MovementType, datalong2 = MovementDistance (spawndist f.ex.), dataint = pathid
SCRIPT_COMMAND_MOVEMENT = 35, // source = Creature, datalong = MovementType, datalong2 = MovementDistance (wander_distance f.ex.), dataint = pathid
SCRIPT_COMMAND_PLAY_ANIMKIT = 36 // source = Creature, datalong = AnimKit id
};
+1 -1
View File
@@ -331,7 +331,7 @@ enum TrinityStrings
// 296 free
// END
LANG_COMMAND_SPAWNDIST = 297,
LANG_COMMAND_WANDER_DISTANCE = 297,
LANG_COMMAND_SPAWNTIME = 298,
LANG_COMMAND_MODIFY_HONOR = 299,
+3 -3
View File
@@ -248,12 +248,12 @@ void MotionMaster::MoveTargetedHome()
}
}
void MotionMaster::MoveRandom(float spawndist)
void MotionMaster::MoveRandom(float wanderDistance)
{
if (_owner->GetTypeId() == TYPEID_UNIT)
{
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveRandom: '%s', started random movement (spawnDist: %f)", _owner->GetGUID().ToString().c_str(), spawndist);
Mutate(new RandomMovementGenerator<Creature>(spawndist), MOTION_SLOT_IDLE);
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveRandom: '%s', started random movement (spawnDist: %f)", _owner->GetGUID().ToString().c_str(), wanderDistance);
Mutate(new RandomMovementGenerator<Creature>(wanderDistance), MOTION_SLOT_IDLE);
}
}
+1 -1
View File
@@ -147,7 +147,7 @@ class TC_GAME_API MotionMaster
void MoveIdle();
void MoveTargetedHome();
void MoveRandom(float spawndist = 0.0f);
void MoveRandom(float wanderDistance = 0.0f);
void MoveFollow(Unit* target, float dist, float angle, bool joinFormation = false, bool catchUpToTarget = false, bool faceTarget = false, MovementSlot slot = MOTION_SLOT_IDLE);
void MoveChase(Unit* target, float dist = 0.f, Optional<ChaseAngle> angle = {});
@@ -66,7 +66,7 @@ void RandomMovementGenerator<Creature>::DoInitialize(Creature* owner)
_reference = owner->GetPosition();
owner->StopMoving();
_wanderDistance = std::max<float>(owner->GetRespawnRadius(), 0.1f);
_wanderDistance = std::max<float>(owner->GetWanderDistance(), 0.1f);
// Retail seems to let a creature walk 2 up to 10 splines before triggering a pause
_wanderSteps = urand(2, 10);
+18 -18
View File
@@ -292,19 +292,19 @@ public:
};
static std::vector<ChatCommand> npcSetCommandTable =
{
{ "allowmove", rbac::RBAC_PERM_COMMAND_NPC_SET_ALLOWMOVE, false, &HandleNpcSetAllowMovementCommand, "" },
{ "entry", rbac::RBAC_PERM_COMMAND_NPC_SET_ENTRY, false, &HandleNpcSetEntryCommand, "" },
{ "factionid", rbac::RBAC_PERM_COMMAND_NPC_SET_FACTIONID, false, &HandleNpcSetFactionIdCommand, "" },
{ "flag", rbac::RBAC_PERM_COMMAND_NPC_SET_FLAG, false, &HandleNpcSetFlagCommand, "" },
{ "level", rbac::RBAC_PERM_COMMAND_NPC_SET_LEVEL, false, &HandleNpcSetLevelCommand, "" },
{ "link", rbac::RBAC_PERM_COMMAND_NPC_SET_LINK, false, &HandleNpcSetLinkCommand, "" },
{ "model", rbac::RBAC_PERM_COMMAND_NPC_SET_MODEL, false, &HandleNpcSetModelCommand, "" },
{ "movetype", rbac::RBAC_PERM_COMMAND_NPC_SET_MOVETYPE, false, &HandleNpcSetMoveTypeCommand, "" },
{ "phase", rbac::RBAC_PERM_COMMAND_NPC_SET_PHASE, false, &HandleNpcSetPhaseCommand, "" },
{ "phasegroup", rbac::RBAC_PERM_COMMAND_NPC_SET_PHASE, false, &HandleNpcSetPhaseGroup, "" },
{ "spawndist", rbac::RBAC_PERM_COMMAND_NPC_SET_SPAWNDIST, false, &HandleNpcSetSpawnDistCommand, "" },
{ "spawntime", rbac::RBAC_PERM_COMMAND_NPC_SET_SPAWNTIME, false, &HandleNpcSetSpawnTimeCommand, "" },
{ "data", rbac::RBAC_PERM_COMMAND_NPC_SET_DATA, false, &HandleNpcSetDataCommand, "" },
{ "allowmove", rbac::RBAC_PERM_COMMAND_NPC_SET_ALLOWMOVE, false, &HandleNpcSetAllowMovementCommand, "" },
{ "entry", rbac::RBAC_PERM_COMMAND_NPC_SET_ENTRY, false, &HandleNpcSetEntryCommand, "" },
{ "factionid", rbac::RBAC_PERM_COMMAND_NPC_SET_FACTIONID, false, &HandleNpcSetFactionIdCommand, "" },
{ "flag", rbac::RBAC_PERM_COMMAND_NPC_SET_FLAG, false, &HandleNpcSetFlagCommand, "" },
{ "level", rbac::RBAC_PERM_COMMAND_NPC_SET_LEVEL, false, &HandleNpcSetLevelCommand, "" },
{ "link", rbac::RBAC_PERM_COMMAND_NPC_SET_LINK, false, &HandleNpcSetLinkCommand, "" },
{ "model", rbac::RBAC_PERM_COMMAND_NPC_SET_MODEL, false, &HandleNpcSetModelCommand, "" },
{ "movetype", rbac::RBAC_PERM_COMMAND_NPC_SET_MOVETYPE, false, &HandleNpcSetMoveTypeCommand, "" },
{ "phase", rbac::RBAC_PERM_COMMAND_NPC_SET_PHASE, false, &HandleNpcSetPhaseCommand, "" },
{ "phasegroup", rbac::RBAC_PERM_COMMAND_NPC_SET_PHASE, false, &HandleNpcSetPhaseGroup, "" },
{ "wanderdistance", rbac::RBAC_PERM_COMMAND_NPC_SET_SPAWNDIST, false, &HandleNpcSetWanderDistanceCommand, "" },
{ "spawntime", rbac::RBAC_PERM_COMMAND_NPC_SET_SPAWNTIME, false, &HandleNpcSetSpawnTimeCommand, "" },
{ "data", rbac::RBAC_PERM_COMMAND_NPC_SET_DATA, false, &HandleNpcSetDataCommand, "" },
};
static std::vector<ChatCommand> npcCommandTable =
{
@@ -1009,7 +1009,7 @@ public:
* Valid movement types are:
* <ul>
* <li> stay - NPC wont move </li>
* <li> random - NPC will move randomly according to the spawndist </li>
* <li> random - NPC will move randomly according to the wanderDistance </li>
* <li> way - NPC will move with given waypoints set </li>
* </ul>
* additional parameter: NODEL - so no waypoints are deleted, if you
@@ -1206,7 +1206,7 @@ public:
}
//set spawn dist of creature
static bool HandleNpcSetSpawnDistCommand(ChatHandler* handler, char const* args)
static bool HandleNpcSetWanderDistanceCommand(ChatHandler* handler, char const* args)
{
if (!*args)
return false;
@@ -1230,7 +1230,7 @@ public:
else
return false;
creature->SetRespawnRadius((float)option);
creature->SetWanderDistance((float)option);
creature->SetDefaultMovementType(mtype);
creature->GetMotionMaster()->Initialize();
if (creature->IsAlive()) // dead creature will reset movement generator at respawn
@@ -1239,7 +1239,7 @@ public:
creature->Respawn();
}
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_SPAWN_DISTANCE);
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_WANDER_DISTANCE);
stmt->setFloat(0, option);
stmt->setUInt8(1, uint8(mtype));
@@ -1247,7 +1247,7 @@ public:
WorldDatabase.Execute(stmt);
handler->PSendSysMessage(LANG_COMMAND_SPAWNDIST, option);
handler->PSendSysMessage(LANG_COMMAND_WANDER_DISTANCE, option);
return true;
}