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

No files matched your search

+2 -2
View File
@@ -167,7 +167,7 @@ class npc_pet_mage_mirror_image : public CreatureScript
events.ScheduleEvent(SPELL_MAGE_FIRE_BLAST, TIMER_MIRROR_IMAGE_FIRE_BLAST);
}
else
EnterEvadeMode();
EnterEvadeMode(EVADE_REASON_OTHER);
}
void Reset() override
@@ -233,7 +233,7 @@ class npc_pet_mage_mirror_image : public CreatureScript
}
// Do not reload Creature templates on evade mode enter - prevent visual lost
void EnterEvadeMode() override
void EnterEvadeMode(EvadeReason /*why*/) override
{
if (me->IsInEvadeMode() || !me->IsAlive())
return;