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:
Fabian
2017-10-26 17:23:44 +02:00
parent 227702e19c
commit a3dc7b3f48
844 changed files with 26064 additions and 1824 deletions
+75
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/*
* 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.AI;
using Game.Entities;
using Game.Scripting;
namespace Scripts.Pets
{
[Script]
class npc_pet_gen_mojo : ScriptedAI
{
public npc_pet_gen_mojo(Creature creature) : base(creature) { }
public override void Reset()
{
_victimGUID.Clear();
Unit owner = me.GetOwner();
if (owner)
me.GetMotionMaster().MoveFollow(owner, 0.0f, 0.0f);
}
public override void EnterCombat(Unit who) { }
public override void UpdateAI(uint diff) { }
public override void ReceiveEmote(Player player, TextEmotes emote)
{
me.HandleEmoteCommand((Emote)emote);
Unit owner = me.GetOwner();
if (emote != TextEmotes.Kiss || !owner || !owner.IsTypeId(TypeId.Player) ||
owner.ToPlayer().GetTeam() != player.GetTeam())
{
return;
}
Talk(SayMojo, player);
if (!_victimGUID.IsEmpty())
{
Player victim = Global.ObjAccessor.GetPlayer(me, _victimGUID);
if (victim)
victim.RemoveAura(SpellFeelingFroggy);
}
_victimGUID = player.GetGUID();
DoCast(player, SpellFeelingFroggy, true);
DoCast(me, SpellSeductionVisual, true);
me.GetMotionMaster().MoveFollow(player, 0.0f, 0.0f);
}
ObjectGuid _victimGUID;
const uint SayMojo = 0;
const uint SpellFeelingFroggy = 43906;
const uint SpellSeductionVisual = 43919;
}
}