Correction in scripts (m_creature -> me) - fixes #1954

(Also corrects some old scripts that seems to have been done the same way)

--HG--
branch : trunk
This commit is contained in:
click committed 2010-05-01 02:59:48 +02:00
1 parent 3eccb81ee3
commit 320cbdb2af
4 files changed
+60 -60

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+22 -22
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@@ -57,24 +57,24 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
switch (i)
{
case 1:
m_creature->Say(SAY_WALK, LANG_UNIVERSAL, 0);
me->Say(SAY_WALK, LANG_UNIVERSAL, 0);
break;
case 3:
{
m_creature->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
Creature* temp = m_creature->SummonCreature(21878, m_creature->GetPositionX()+5, m_creature->GetPositionY()+7, m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
me->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
Creature* temp = me->SummonCreature(21878, me->GetPositionX()+5, me->GetPositionY()+7, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
if (temp)
temp->AI()->AttackStart(m_creature);
temp->AI()->AttackStart(me);
}
break;
case 4:
{
m_creature->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
m_creature->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
me->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
Unit* temp = Unit::GetUnit(*m_creature, PlayerGUID);
Unit* temp = Unit::GetUnit(*me, PlayerGUID);
if (temp)
{
temp->MonsterSay(SAY_BYE, LANG_UNIVERSAL, 0);
@@ -88,8 +88,8 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
void Aggro(Unit*)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
m_creature->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
else m_creature->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
me->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
else me->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
}
void Reset()
@@ -102,16 +102,16 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
//killer = m_creature when player got to far from creature
if (killer == m_creature)
//killer = me when player got to far from creature
if (killer == me)
{
Unit *pTemp = Unit::GetUnit(*m_creature,PlayerGUID);
Unit *pTemp = Unit::GetUnit(*me,PlayerGUID);
if (pTemp)
DoWhisper(WHISPER_TOO_FAR, pTemp);
}
else m_creature->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
else me->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
}
else m_creature->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
else me->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
}
void UpdateAI(const uint32 diff)
@@ -120,12 +120,12 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
npc_escortAI::UpdateAI(diff);
//Combat check
if (m_creature->isInCombat() && m_creature->getVictim())
if (me->isInCombat() && me->getVictim())
{
if (DeathCoilTimer < diff)
{
m_creature->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature->getVictim(), 33130, false);
me->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
me->CastSpell(me->getVictim(), 33130, false);
DeathCoilTimer = 4000;
}else DeathCoilTimer -= diff;
@@ -135,14 +135,14 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
if (HasEscortState(STATE_ESCORT_ESCORTING))
if (ChatTimer < diff)
{
if (m_creature->HasAura(3593, 0))
if (me->HasAura(3593, 0))
{
m_creature->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature, 11540, false);
me->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
me->CastSpell(me, 11540, false);
}else
{
m_creature->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature, 3593, false);
me->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
me->CastSpell(me, 3593, false);
}
ChatTimer = 12000;