Core/SAI: Add orientation and delay columns to waypoints table
Port From (https://github.com/TrinityCore/TrinityCore/commit/a65b3493a7823ba543070c514d54f3c07c417bc1)
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@@ -26,7 +26,7 @@ namespace Framework.Database
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PrepareStatement(WorldStatements.REP_LINKED_RESPAWN, "REPLACE INTO linked_respawn (guid, linkedGuid, linkType) VALUES (?, ?, ?)");
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PrepareStatement(WorldStatements.SEL_CREATURE_TEXT, "SELECT CreatureID, GroupID, ID, Text, Type, Language, Probability, Emote, Duration, Sound, SoundPlayType, BroadcastTextId, TextRange FROM creature_text");
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PrepareStatement(WorldStatements.SEL_SMART_SCRIPTS, "SELECT entryorguid, source_type, id, link, event_type, event_phase_mask, event_chance, event_flags, event_param1, event_param2, event_param3, event_param4, event_param5, event_param_string, action_type, action_param1, action_param2, action_param3, action_param4, action_param5, action_param6, target_type, target_param1, target_param2, target_param3, target_param4, target_x, target_y, target_z, target_o FROM smart_scripts ORDER BY entryorguid, source_type, id, link");
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PrepareStatement(WorldStatements.SEL_SMARTAI_WP, "SELECT entry, pointid, position_x, position_y, position_z FROM waypoints ORDER BY entry, pointid");
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PrepareStatement(WorldStatements.SEL_SMARTAI_WP, "SELECT entry, pointid, position_x, position_y, position_z, orientation, delay FROM waypoints ORDER BY entry, pointid");
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PrepareStatement(WorldStatements.DEL_GAMEOBJECT, "DELETE FROM gameobject WHERE guid = ?");
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PrepareStatement(WorldStatements.DEL_EVENT_GAMEOBJECT, "DELETE FROM game_event_gameobject WHERE guid = ?");
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PrepareStatement(WorldStatements.INS_GRAVEYARD_ZONE, "INSERT INTO graveyard_zone (ID, GhostZone, faction) VALUES (?, ?, ?)");
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@@ -348,6 +348,8 @@ namespace Game.AI
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float x = result.Read<float>(2);
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float y = result.Read<float>(3);
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float z = result.Read<float>(4);
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float o = result.Read<float>(5);
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uint delay = result.Read<uint>(6);
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if (lastEntry != entry)
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{
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@@ -365,7 +367,7 @@ namespace Game.AI
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WaypointPath path = _waypointStore[entry];
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path.id = entry;
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path.nodes.Add(new WaypointNode(id, x, y, z));
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path.nodes.Add(new WaypointNode(id, x, y, z, o, delay));
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lastEntry = entry;
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++total;
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