Core/Creature: Use proper name for wander distance.

Port From (https://github.com/TrinityCore/TrinityCore/commit/72093e98e1bdbd3b83d8030d1cb50306bb04b028)
This commit is contained in:
hondacrx
2022-01-07 09:33:54 -05:00
parent fa5dae93cc
commit c6186f17bd
10 changed files with 40 additions and 33 deletions
@@ -79,7 +79,7 @@ namespace Game.Entities
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;
float m_wanderDistance;
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)
+8 -8
View File
@@ -314,7 +314,7 @@ namespace Game.Entities
// checked at loading
DefaultMovementType = (MovementGeneratorType)(data != null ? data.movementType : cInfo.MovementType);
if (m_respawnradius == 0 && DefaultMovementType == MovementGeneratorType.Random)
if (m_wanderDistance == 0 && DefaultMovementType == MovementGeneratorType.Random)
DefaultMovementType = MovementGeneratorType.Idle;
for (byte i = 0; i < SharedConst.MaxCreatureSpells; ++i)
@@ -1267,12 +1267,12 @@ namespace Game.Entities
data.spawntimesecs = (int)m_respawnDelay;
// prevent add data integrity problems
data.spawndist = GetDefaultMovementType() == MovementGeneratorType.Idle ? 0.0f : m_respawnradius;
data.WanderDistance = GetDefaultMovementType() == MovementGeneratorType.Idle ? 0.0f : m_wanderDistance;
data.currentwaypoint = 0;
data.curhealth = (uint)GetHealth();
data.curmana = (uint)GetPower(PowerType.Mana);
// prevent add data integrity problems
data.movementType = (byte)(m_respawnradius == 0 && GetDefaultMovementType() == MovementGeneratorType.Random
data.movementType = (byte)(m_wanderDistance == 0 && GetDefaultMovementType() == MovementGeneratorType.Random
? MovementGeneratorType.Idle : GetDefaultMovementType());
data.spawnDifficulties = spawnDifficulties;
data.npcflag = npcflag;
@@ -1309,7 +1309,7 @@ namespace Game.Entities
stmt.AddValue(index++, GetPositionZ());
stmt.AddValue(index++, GetOrientation());
stmt.AddValue(index++, m_respawnDelay);
stmt.AddValue(index++, m_respawnradius);
stmt.AddValue(index++, m_wanderDistance);
stmt.AddValue(index++, 0);
stmt.AddValue(index++, GetHealth());
stmt.AddValue(index++, GetPower(PowerType.Mana));
@@ -2455,7 +2455,7 @@ namespace Game.Entities
if (m_creatureData != null)
{
m_creatureData.SpawnPoint.GetPosition(out x, out y, out z, out ori);
dist = m_creatureData.spawndist;
dist = m_creatureData.WanderDistance;
}
else
{
@@ -3160,7 +3160,7 @@ namespace Game.Entities
m_spawnId = spawnId;
m_respawnCompatibilityMode = data.spawnGroupData.flags.HasAnyFlag(SpawnGroupFlags.CompatibilityMode);
m_creatureData = data;
m_respawnradius = data.spawndist;
m_wanderDistance = data.WanderDistance;
m_respawnDelay = (uint)data.spawntimesecs;
if (!Create(map.GenerateLowGuid(HighGuid.Creature), map, data.Id, data.SpawnPoint, data, 0, !m_respawnCompatibilityMode))
@@ -3246,8 +3246,8 @@ namespace Game.Entities
public uint GetRespawnDelay() { return m_respawnDelay; }
public void SetRespawnDelay(uint delay) { m_respawnDelay = delay; }
public float GetRespawnRadius() { return m_respawnradius; }
public void SetRespawnRadius(float dist) { m_respawnradius = dist; }
public float GetWanderDistance() { return m_wanderDistance; }
public void SetWanderDistance(float dist) { m_wanderDistance = dist; }
public void DoImmediateBoundaryCheck() { m_boundaryCheckTime = 0; }
uint GetCombatPulseDelay() { return m_combatPulseDelay; }
@@ -332,7 +332,7 @@ namespace Game.Entities
{
public uint displayid;
public sbyte equipmentId;
public float spawndist;
public float WanderDistance;
public uint currentwaypoint;
public uint curhealth;
public uint curmana;