oops, now it builds (and a bonus refactor that annoyed me)

# Conflicts:
#	src/server/game/AI/SmartScripts/SmartAI.cpp
#	src/server/game/AI/SmartScripts/SmartAI.h
#	src/server/game/AI/SmartScripts/SmartScript.cpp
#	src/server/game/AI/SmartScripts/SmartScript.h
This commit is contained in:
Treeston authored and Ovahlord committed 2019-04-26 18:56:31 +02:00
1 parent 28b33663e7
commit 1f15fe5096
2 files changed
+21 -28

No files matched your search

+10 -10
View File
@@ -1688,12 +1688,12 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (Creature* creature = target->ToCreature())
{
if (IsSmart(creature))
ENSURE_AI(SmartAI, creature->AI())->SetScript9(e, e.action.timedActionList.id, GetLastInvoker());
ENSURE_AI(SmartAI, creature->AI())->SetTimedActionList(e, e.action.timedActionList.id, GetLastInvoker());
}
else if (GameObject* goTarget = target->ToGameObject())
{
if (IsSmart(goTarget))
ENSURE_AI(SmartGameObjectAI, goTarget->AI())->SetScript9(e, e.action.timedActionList.id, GetLastInvoker());
ENSURE_AI(SmartGameObjectAI, goTarget->AI())->SetTimedActionList(e, e.action.timedActionList.id, GetLastInvoker());
}
}
break;
@@ -1778,12 +1778,12 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (Creature* creature = target->ToCreature())
{
if (IsSmart(creature))
ENSURE_AI(SmartAI, creature->AI())->SetScript9(e, id, GetLastInvoker());
ENSURE_AI(SmartAI, creature->AI())->SetTimedActionList(e, id, GetLastInvoker());
}
else if (GameObject* goTarget = target->ToGameObject())
{
if (IsSmart(goTarget))
ENSURE_AI(SmartGameObjectAI, goTarget->AI())->SetScript9(e, id, GetLastInvoker());
ENSURE_AI(SmartGameObjectAI, goTarget->AI())->SetTimedActionList(e, id, GetLastInvoker());
}
}
break;
@@ -1802,12 +1802,12 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (Creature* creature = target->ToCreature())
{
if (IsSmart(creature))
ENSURE_AI(SmartAI, creature->AI())->SetScript9(e, id, GetLastInvoker());
ENSURE_AI(SmartAI, creature->AI())->SetTimedActionList(e, id, GetLastInvoker());
}
else if (GameObject* goTarget = target->ToGameObject())
{
if (IsSmart(goTarget))
ENSURE_AI(SmartGameObjectAI, goTarget->AI())->SetScript9(e, id, GetLastInvoker());
ENSURE_AI(SmartGameObjectAI, goTarget->AI())->SetTimedActionList(e, id, GetLastInvoker());
}
}
break;
@@ -3535,10 +3535,10 @@ void SmartScript::UpdateTimer(SmartScriptHolder& e, uint32 const diff)
{
if (e.GetScriptType() == SMART_SCRIPT_TYPE_TIMED_ACTIONLIST)
{
Unit* invoker9 = nullptr;
Unit* invoker = nullptr;
if (me && mTimedActionListInvoker)
invoker9 = ObjectAccessor::GetUnit(*me, mTimedActionListInvoker);
ProcessEvent(e, invoker9);
invoker = ObjectAccessor::GetUnit(*me, mTimedActionListInvoker);
ProcessEvent(e, invoker);
e.enableTimed = false;//disable event if it is in an ActionList and was processed once
for (SmartAIEventList::iterator i = mTimedActionList.begin(); i != mTimedActionList.end(); ++i)
{
@@ -3845,7 +3845,7 @@ Unit* SmartScript::DoFindClosestFriendlyInRange(float range, bool playerOnly)
return unit;
}
void SmartScript::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)
void SmartScript::SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker)
{
//do NOT clear mTimedActionList if it's being iterated because it will invalidate the iterator and delete
// any SmartScriptHolder contained like the "e" parameter passed to this function