Merge pull request #27 from Chuck5ta/develop21
Creature sleeping script altered
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commit
64b9a02abc
@ -39,6 +39,7 @@
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*/
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*/
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#include "precompiled.h"
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#include "precompiled.h"
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#include "GameEventMgr.h"
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/*######
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/*######
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## mob_yenniku
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## mob_yenniku
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@ -136,9 +137,16 @@ struct mob_yenniku : public CreatureScript
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## PANTHERS: Shadowmaw Panther (684), Elder Shadowmaw Panther (1713), Young Panther (683), Panther (736)
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## PANTHERS: Shadowmaw Panther (684), Elder Shadowmaw Panther (1713), Young Panther (683), Panther (736)
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######*/
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######*/
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enum
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{
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SPELL_SLEEP_DND = 25148, // zzzZZZ animation - not implemented yet, due to removal failing!
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EVENT_ID = 3, // Nights
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};
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struct mob_sleeping_creature : public CreatureScript
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struct mob_sleeping_creature : public CreatureScript
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{
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{
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mob_sleeping_creature() : CreatureScript("mob_sleeping_creature") {}
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mob_sleeping_creature() : CreatureScript("mob_sleeping_creature") {}
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struct mob_sleeping_creatureAI : public ScriptedAI
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struct mob_sleeping_creatureAI : public ScriptedAI
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{
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{
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@ -154,7 +162,7 @@ struct mob_sleeping_creature : public CreatureScript
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// go to sleep if it is night time (9pm to 5am)
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// go to sleep if it is night time (9pm to 5am)
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time_t t = sWorld.GetGameTime();
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time_t t = sWorld.GetGameTime();
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struct tm *tmp = gmtime(&t);
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struct tm *tmp = gmtime(&t);
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if (tmp->tm_hour >= 21 || tmp->tm_hour < 5)
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if (sGameEventMgr.IsActiveEvent(EVENT_ID))
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{
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{
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// search area for nearby player characters
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// search area for nearby player characters
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Map::PlayerList const& players = m_creature->GetMap()->GetPlayers();
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Map::PlayerList const& players = m_creature->GetMap()->GetPlayers();
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@ -182,6 +190,7 @@ struct mob_sleeping_creature : public CreatureScript
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// no players nearby, therefore send the creature to sleep
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// no players nearby, therefore send the creature to sleep
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m_creature->SetStandState(UNIT_STAND_STATE_SLEEP);
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m_creature->SetStandState(UNIT_STAND_STATE_SLEEP);
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m_creature->GetMotionMaster()->MoveIdle();
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m_creature->GetMotionMaster()->MoveIdle();
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// DoCastSpellIfCan(m_creature, SPELL_SLEEP_DND); // zzzZZZ animation
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}
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}
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}
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}
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