Core/SAI: Fix SMART_EVENT_WAYPOINT_START not being called at every waypoint checking wrong path id parameter
Port From (https://github.com/TrinityCore/TrinityCore/commit/c2d2df96dbe8e31e27283f73bad576ab42a3d579)
This commit is contained in:
@@ -114,11 +114,9 @@ namespace Game.AI
|
||||
if (invoker && invoker.IsPlayer())
|
||||
{
|
||||
_escortNPCFlags = me.m_unitData.NpcFlags[0];
|
||||
me.SetNpcFlags((NPCFlags)0);
|
||||
me.SetNpcFlags(0);
|
||||
}
|
||||
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, _currentWaypointNode, GetScript().GetPathId());
|
||||
|
||||
me.GetMotionMaster().MovePath(_path, _repeatWaypointPath);
|
||||
}
|
||||
|
||||
@@ -394,17 +392,12 @@ namespace Game.AI
|
||||
|
||||
public override void WaypointPathStarted(uint pathId)
|
||||
{
|
||||
if (!HasEscortState(SmartEscortState.Escorting))
|
||||
{
|
||||
// @todo remove the constant 1 at some point, it's never anything different
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, 1, pathId);
|
||||
return;
|
||||
}
|
||||
// SmartAI::WaypointStarted() already handles the case of starting the 1st waypoint
|
||||
}
|
||||
|
||||
public override void WaypointStarted(uint nodeId, uint pathId)
|
||||
{
|
||||
|
||||
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, nodeId, pathId);
|
||||
}
|
||||
|
||||
public override void WaypointReached(uint nodeId, uint pathId)
|
||||
|
||||
@@ -3493,13 +3493,13 @@ namespace Game.AI
|
||||
break;
|
||||
}
|
||||
case SmartEvents.TransportRelocate:
|
||||
case SmartEvents.WaypointStart:
|
||||
{
|
||||
if (e.Event.waypoint.pathID != 0 && var0 != e.Event.waypoint.pathID)
|
||||
if (e.Event.transportRelocate.pointID != 0 && var0 != e.Event.transportRelocate.pointID)
|
||||
return;
|
||||
ProcessAction(e, unit, var0);
|
||||
break;
|
||||
}
|
||||
case SmartEvents.WaypointStart:
|
||||
case SmartEvents.WaypointReached:
|
||||
case SmartEvents.WaypointResumed:
|
||||
case SmartEvents.WaypointPaused:
|
||||
|
||||
Reference in New Issue
Block a user