Misc fixes

This commit is contained in:
hondacrx
2022-02-28 13:28:57 -05:00
parent c82e78d4cb
commit 561b5a528d
4 changed files with 11 additions and 24 deletions
@@ -376,15 +376,11 @@ namespace Game.AI
public void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = default, Quest quest = null, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true)
{
// Queue respawn from the point it starts
Map map = me.GetMap();
if (map != null)
CreatureData cdata = me.GetCreatureData();
if (cdata != null)
{
CreatureData cdata = me.GetCreatureData();
if (cdata != null)
{
if (WorldConfig.GetBoolValue(WorldCfg.RespawnDynamicEscortNpc) && cdata.spawnGroupData.flags.HasFlag(SpawnGroupFlags.EscortQuestNpc))
me.SaveRespawnTime(me.GetRespawnDelay());
}
if (WorldConfig.GetBoolValue(WorldCfg.RespawnDynamicEscortNpc) && cdata.spawnGroupData.flags.HasFlag(SpawnGroupFlags.EscortQuestNpc))
me.SaveRespawnTime(me.GetRespawnDelay());
}
if (me.IsEngaged())
@@ -180,15 +180,11 @@ namespace Game.AI
public void StartFollow(Player player, uint factionForFollower = 0, Quest quest = null)
{
Map map = me.GetMap();
if (map != null)
CreatureData cdata = me.GetCreatureData();
if (cdata != null)
{
CreatureData cdata = me.GetCreatureData();
if (cdata != null)
{
if (WorldConfig.GetBoolValue(WorldCfg.RespawnDynamicEscortNpc) && cdata.spawnGroupData.flags.HasFlag(SpawnGroupFlags.EscortQuestNpc))
me.SaveRespawnTime(me.GetRespawnDelay());
}
if (WorldConfig.GetBoolValue(WorldCfg.RespawnDynamicEscortNpc) && cdata.spawnGroupData.flags.HasFlag(SpawnGroupFlags.EscortQuestNpc))
me.SaveRespawnTime(me.GetRespawnDelay());
}
if (me.IsEngaged())
@@ -665,8 +665,7 @@ namespace Game.Entities
Unit target;
// @todo this hack with search required until GO casting not implemented
Unit owner = GetOwner();
if (owner)
if (GetOwner() != null)
{
// Hunter trap: Search units which are unfriendly to the trap's owner
var checker = new NearestAttackableNoTotemUnitInObjectRangeCheck(this, radius);
+2 -6
View File
@@ -1506,12 +1506,8 @@ namespace Game.Spells
{
case SpellTargetObjectTypes.Unit:
case SpellTargetObjectTypes.UnitAndDest:
if (!m_spellInfo.HasAttribute(SpellAttr2.CanTargetDead))
{
retMask &= GridMapTypeMask.Player | GridMapTypeMask.Creature;
break;
}
goto case SpellTargetObjectTypes.Corpse;
retMask &= GridMapTypeMask.Player | GridMapTypeMask.Creature;
break;
case SpellTargetObjectTypes.Corpse:
case SpellTargetObjectTypes.CorpseEnemy:
case SpellTargetObjectTypes.CorpseAlly: