Scripts/Instances: Complete rewrite of the boundary system.

- Migrate boundary logic to Maps/AreaBoundary instead of having it sit in InstanceScript (to possibly allow use for other purposes).
- Implement the first five boundary types in Maps/AreaBoundary.cpp.
- Add boundary checks to Creature's update logic
- Add boundary data for all Northrend raids
- Add boundary initialization structures and methods to InstanceScript
- Modify EnterEvadeMode signature. It now passes a value from the EvadeReason enum as parameter to allow special casing depending on evade reason
- Remove previous (weird) boundary code that had them linked to GO spawns
This commit is contained in:
treeston committed 2016-01-12 22:24:23 +01:00
1 parent 60e3127714
commit 2da458c56d
134 files changed
+985 -533

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@@ -12683,7 +12683,7 @@ void Unit::TauntFadeOut(Unit* taunter)
if (m_ThreatManager.isThreatListEmpty())
{
if (creature->IsAIEnabled)
creature->AI()->EnterEvadeMode();
creature->AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_NO_HOSTILES);
return;
}
@@ -12824,7 +12824,7 @@ Unit* Creature::SelectVictim()
}
// enter in evade mode in other case
AI()->EnterEvadeMode();
AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_NO_HOSTILES);
return NULL;
}