Core/SAI: Add an action_param3 to "summon gob" to control when the object will despawn

0 - For despawn when creature dies or time runs out
1 - For despawn after time
This commit is contained in:
Aokromes committed 2018-02-16 04:05:47 +01:00
1 parent ade258873e
commit ca5e3445b8
4 files changed
+12 -5

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@@ -1333,7 +1333,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
// continue;
Position pos = (*itr)->GetPositionWithOffset(Position(e.target.x, e.target.y, e.target.z, e.target.o));
GetBaseObject()->SummonGameObject(e.action.summonGO.entry, pos, G3D::Quat(), e.action.summonGO.despawnTime);
GetBaseObject()->SummonGameObject(e.action.summonGO.entry, pos, G3D::Quat(), e.action.summonGO.despawnTime, GOSummonType(e.action.summonGO.summonType));
}
delete targets;
@@ -1342,7 +1342,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (e.GetTargetType() != SMART_TARGET_POSITION)
break;
GetBaseObject()->SummonGameObject(e.action.summonGO.entry, Position(e.target.x, e.target.y, e.target.z, e.target.o), G3D::Quat(), e.action.summonGO.despawnTime);
GetBaseObject()->SummonGameObject(e.action.summonGO.entry, Position(e.target.x, e.target.y, e.target.z, e.target.o), G3D::Quat(), e.action.summonGO.despawnTime, GOSummonType(e.action.summonGO.summonType));
break;
}
case SMART_ACTION_KILL_UNIT: