Core/SAI: Drop waypoints table and move existing rows to waypoint_data table

Port From (https://github.com/TrinityCore/TrinityCore/commit/356c98579babd1aef12e2b5ef28baba2403368d0)
This commit is contained in:
hondacrx
2023-04-25 17:05:34 -04:00
parent 097346aad5
commit 792a6ecd84
11 changed files with 32 additions and 119 deletions
+3 -4
View File
@@ -1289,7 +1289,6 @@ namespace Game.AI
if (!IsSmart())
break;
bool run = e.Action.wpStart.run != 0;
uint entry = e.Action.wpStart.pathID;
bool repeat = e.Action.wpStart.repeat != 0;
@@ -1302,7 +1301,7 @@ namespace Game.AI
}
}
_me.GetAI<SmartAI>().StartPath(run, entry, repeat, unit);
_me.GetAI<SmartAI>().StartPath(entry, repeat, unit);
uint quest = e.Action.wpStart.quest;
uint DespawnTime = e.Action.wpStart.despawnTime;
@@ -2026,7 +2025,7 @@ namespace Game.AI
{
foreach (uint pathId in waypoints)
{
WaypointPath path = Global.SmartAIMgr.GetPath(pathId);
WaypointPath path = Global.WaypointMgr.GetPath(pathId);
if (path == null || path.nodes.Empty())
continue;
@@ -2043,7 +2042,7 @@ namespace Game.AI
}
if (closestPathId != 0)
((SmartAI)creature.GetAI()).StartPath(false, closestPathId, true, null, closestWaypointId);
((SmartAI)creature.GetAI()).StartPath(closestPathId, true, null, closestWaypointId);
}
}
}