Entities/GO: Add forceRespawnTimer support to DespawnOrUnsummon. Use it in SAI.

Port From (https://github.com/TrinityCore/TrinityCore/commit/168be492f5924d306a90e7f8dfd86a6c547da3d7)
This commit is contained in:
hondacrx
2021-06-23 23:09:48 -04:00
parent 05c8b7adec
commit 751d397031
4 changed files with 18 additions and 21 deletions
+7 -12
View File
@@ -968,27 +968,22 @@ namespace Game.AI
case SmartActions.ForceDespawn:
{
// there should be at least a world update tick before despawn, to avoid breaking linked actions
uint respawnDelay = Math.Max(e.Action.forceDespawn.delay, 1u);
TimeSpan despawnDelay = TimeSpan.FromMilliseconds(e.Action.forceDespawn.delay);
if (despawnDelay <= TimeSpan.Zero)
despawnDelay = TimeSpan.FromMilliseconds(1);
TimeSpan forceRespawnTimer = TimeSpan.FromSeconds(e.Action.forceDespawn.forceRespawnTimer);
foreach (var target in targets)
{
Creature creature = target.ToCreature();
if (creature != null)
{
CreatureAI smartAI = creature.GetAI();
if (smartAI != null && smartAI is SmartAI)
{
((SmartAI)smartAI).SetDespawnTime(respawnDelay);
((SmartAI)smartAI).StartDespawn();
}
else
creature.DespawnOrUnsummon(TimeSpan.FromMilliseconds(respawnDelay));
}
creature.DespawnOrUnsummon(despawnDelay, forceRespawnTimer);
else
{
GameObject go = target.ToGameObject();
if (go != null)
go.SetRespawnTime((int)respawnDelay);
go.DespawnOrUnsummon(despawnDelay, forceRespawnTimer);
}
}
break;