Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
This commit is contained in:
@@ -0,0 +1,104 @@
|
||||
/*
|
||||
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.Constants;
|
||||
using Game.Loots;
|
||||
using Game.Spells;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Game.Entities
|
||||
{
|
||||
public partial class Creature
|
||||
{
|
||||
CreatureTemplate m_creatureInfo;
|
||||
CreatureData m_creatureData;
|
||||
|
||||
Spell _focusSpell; // Locks the target during spell cast for proper facing
|
||||
uint _focusDelay;
|
||||
bool m_shouldReacquireTarget;
|
||||
ObjectGuid m_suppressedTarget; // Stores the creature's "real" target while casting
|
||||
float m_suppressedOrientation; // Stores the creature's "real" orientation while casting
|
||||
|
||||
MultiMap<byte, byte> m_textRepeat = new MultiMap<byte, byte>();
|
||||
|
||||
public ulong m_PlayerDamageReq;
|
||||
public float m_SightDistance;
|
||||
public float m_CombatDistance;
|
||||
public bool m_isTempWorldObject; //true when possessed
|
||||
|
||||
ReactStates reactState; // for AI, not charmInfo
|
||||
public MovementGeneratorType m_defaultMovementType { get; set; }
|
||||
public ulong m_spawnId;
|
||||
byte m_equipmentId;
|
||||
sbyte m_originalEquipmentId; // can be -1
|
||||
|
||||
bool m_AlreadyCallAssistance;
|
||||
bool m_AlreadySearchedAssistance;
|
||||
bool m_regenHealth;
|
||||
bool m_cannotReachTarget;
|
||||
uint m_cannotReachTimer;
|
||||
bool m_AI_locked;
|
||||
|
||||
SpellSchoolMask m_meleeDamageSchoolMask;
|
||||
public uint m_originalEntry;
|
||||
|
||||
Position m_homePosition;
|
||||
Position m_transportHomePosition = new Position();
|
||||
|
||||
bool DisableReputationGain;
|
||||
|
||||
LootModes m_LootMode; // Bitmask (default: LOOT_MODE_DEFAULT) that determines what loot will be lootable
|
||||
|
||||
//WaypointMovementGenerator vars
|
||||
uint m_waypointID;
|
||||
uint m_path_id;
|
||||
|
||||
//Formation var
|
||||
CreatureGroup m_formation;
|
||||
bool TriggerJustRespawned;
|
||||
|
||||
public uint[] m_spells = new uint[SharedConst.MaxCreatureSpells];
|
||||
|
||||
// Timers
|
||||
long _pickpocketLootRestore;
|
||||
public long m_corpseRemoveTime; // (msecs)timer for death or corpse disappearance
|
||||
long m_respawnTime; // (secs) time of next respawn
|
||||
uint m_respawnDelay; // (secs) delay between corpse disappearance and respawning
|
||||
uint m_corpseDelay; // (secs) delay between death and corpse disappearance
|
||||
float m_respawnradius;
|
||||
uint m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check
|
||||
uint m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse
|
||||
uint m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons)
|
||||
|
||||
// vendor items
|
||||
List<VendorItemCount> m_vendorItemCounts = new List<VendorItemCount>();
|
||||
|
||||
public Loot loot = new Loot();
|
||||
public uint m_groupLootTimer; // (msecs)timer used for group loot
|
||||
public ObjectGuid lootingGroupLowGUID; // used to find group which is looting corpse
|
||||
ObjectGuid m_lootRecipient;
|
||||
ObjectGuid m_lootRecipientGroup;
|
||||
ObjectGuid _skinner;
|
||||
}
|
||||
|
||||
public enum ObjectCellMoveState
|
||||
{
|
||||
None, // not in move list
|
||||
Active, // in move list
|
||||
Inactive // in move list but should not move
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user