Core/Vehicles: add a way to delay the Vehicle despawn Time if its needed.

Port From (https://github.com/TrinityCore/TrinityCore/commit/c7b10d3c5fd082faf6c2835239e340babc3dfc76)
This commit is contained in:
hondacrx
2020-12-31 21:12:59 -05:00
parent f75a110654
commit b769656e13
6 changed files with 72 additions and 2 deletions
+1 -1
View File
@@ -232,7 +232,7 @@ namespace Game.Entities
SetInventorySlotCount(InventorySlots.DefaultSize);
// set starting level
SetLevel((uint)GetStartLevel(createInfo.RaceId, createInfo.ClassId, createInfo.TemplateSet));
SetLevel(GetStartLevel(createInfo.RaceId, createInfo.ClassId, createInfo.TemplateSet));
InitRunes();
+1 -1
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@@ -966,7 +966,7 @@ namespace Game.Entities
if (vehicle.GetBase().HasUnitTypeMask(UnitTypeMask.Minion) && vehicle.GetBase().IsTypeId(TypeId.Unit))
if (((Minion)vehicle.GetBase()).GetOwner() == this)
vehicle.GetBase().ToCreature().DespawnOrUnsummon();
vehicle.GetBase().ToCreature().DespawnOrUnsummon(vehicle.GetDespawnDelay());
if (HasUnitTypeMask(UnitTypeMask.Accessory))
{
+14
View File
@@ -509,6 +509,15 @@ namespace Game.Entities
}
}
public TimeSpan GetDespawnDelay()
{
VehicleTemplate vehicleTemplate = Global.ObjectMgr.GetVehicleTemplate(this);
if (vehicleTemplate != null)
return vehicleTemplate.DespawnDelay;
return TimeSpan.FromMilliseconds(1);
}
public Unit GetBase() { return _me; }
public VehicleRecord GetVehicleInfo() { return _vehicleInfo; }
public uint GetCreatureEntry() { return _creatureEntry; }
@@ -718,4 +727,9 @@ namespace Game.Entities
public sbyte SeatId;
public byte SummonedType;
}
public class VehicleTemplate
{
public TimeSpan DespawnDelay;
}
}