Scripts/Obsidian Sanctum: Fix portals not being visible
Port From (https://github.com/TrinityCore/TrinityCore/commit/d561a691220c2c0856f63ff6cbcd4d0af8c761d5)
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@@ -456,9 +456,9 @@ namespace Game.AI
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return source.FindNearestCreature(entry, maxSearchRange, alive);
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}
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public static GameObject GetClosestGameObjectWithEntry(WorldObject source, uint entry, float maxSearchRange)
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public static GameObject GetClosestGameObjectWithEntry(WorldObject source, uint entry, float maxSearchRange, bool spawnedOnly = true)
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{
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return source.FindNearestGameObject(entry, maxSearchRange);
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return source.FindNearestGameObject(entry, maxSearchRange, spawnedOnly);
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}
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public bool HealthBelowPct(int pct) { return me.HealthBelowPct(pct); }
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@@ -136,7 +136,7 @@ namespace Game.AI
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}
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}
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--mNestedEventsCounter;
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--_nestedEventsCounter;
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}
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void ProcessAction(SmartScriptHolder e, Unit unit = null, uint var0 = 0, uint var1 = 0, bool bvar = false, SpellInfo spell = null, GameObject gob = null, string varString = "")
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@@ -1581,9 +1581,9 @@ namespace Game.Entities
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return searcher.GetTarget();
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}
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public GameObject FindNearestGameObject(uint entry, float range)
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public GameObject FindNearestGameObject(uint entry, float range, bool spawnedOnly = true)
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{
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var checker = new NearestGameObjectEntryInObjectRangeCheck(this, entry, range);
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var checker = new NearestGameObjectEntryInObjectRangeCheck(this, entry, range, spawnedOnly);
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var searcher = new GameObjectLastSearcher(this, checker);
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Cell.VisitGridObjects(this, searcher, range);
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@@ -2770,26 +2770,28 @@ namespace Game.Maps
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// Success at unit in range, range update for next check (this can be use with GameobjectLastSearcher to find nearest GO)
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class NearestGameObjectEntryInObjectRangeCheck : ICheck<GameObject>
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{
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public NearestGameObjectEntryInObjectRangeCheck(WorldObject obj, uint entry, float range)
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public NearestGameObjectEntryInObjectRangeCheck(WorldObject obj, uint entry, float range, bool spawnedOnly = true)
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{
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i_obj = obj;
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i_entry = entry;
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i_range = range;
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_obj = obj;
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_entry = entry;
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_range = range;
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_spawnedOnly = spawnedOnly;
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}
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public bool Invoke(GameObject go)
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{
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if (go.IsSpawned() && go.GetEntry() == i_entry && go.GetGUID() != i_obj.GetGUID() && i_obj.IsWithinDistInMap(go, i_range))
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if ((!_spawnedOnly || go.IsSpawned()) && go.GetEntry() == _entry && go.GetGUID() != _obj.GetGUID() && _obj.IsWithinDistInMap(go, _range))
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{
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i_range = i_obj.GetDistance(go); // use found GO range as new range limit for next check
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_range = _obj.GetDistance(go); // use found GO range as new range limit for next check
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return true;
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}
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return false;
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}
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WorldObject i_obj;
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uint i_entry;
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float i_range;
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WorldObject _obj;
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uint _entry;
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float _range;
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bool _spawnedOnly;
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}
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// Success at unit in range, range update for next check (this can be use with GameobjectLastSearcher to find nearest unspawned GO)
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