105 lines
4.1 KiB
C#
105 lines
4.1 KiB
C#
/*
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* Copyright (C) 2012-2019 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Loots;
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using Game.Spells;
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using System.Collections.Generic;
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namespace Game.Entities
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{
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public partial class Creature
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{
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CreatureTemplate m_creatureInfo;
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CreatureData m_creatureData;
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Spell _focusSpell; // Locks the target during spell cast for proper facing
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uint _focusDelay;
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bool m_shouldReacquireTarget;
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ObjectGuid m_suppressedTarget; // Stores the creature's "real" target while casting
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float m_suppressedOrientation; // Stores the creature's "real" orientation while casting
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long _lastDamagedTime; // Part of Evade mechanics
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MultiMap<byte, byte> m_textRepeat = new MultiMap<byte, byte>();
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public ulong m_PlayerDamageReq;
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public float m_SightDistance;
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public float m_CombatDistance;
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public bool m_isTempWorldObject; //true when possessed
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ReactStates reactState; // for AI, not charmInfo
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public MovementGeneratorType DefaultMovementType { get; set; }
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public ulong m_spawnId;
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byte m_equipmentId;
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sbyte m_originalEquipmentId; // can be -1
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bool m_AlreadyCallAssistance;
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bool m_AlreadySearchedAssistance;
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bool m_regenHealth;
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bool m_cannotReachTarget;
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uint m_cannotReachTimer;
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bool m_AI_locked;
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SpellSchoolMask m_meleeDamageSchoolMask;
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public uint m_originalEntry;
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Position m_homePosition;
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Position m_transportHomePosition = new Position();
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bool DisableReputationGain;
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LootModes m_LootMode; // Bitmask (default: LOOT_MODE_DEFAULT) that determines what loot will be lootable
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//WaypointMovementGenerator vars
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uint m_waypointID;
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uint m_path_id;
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//Formation var
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CreatureGroup m_formation;
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bool TriggerJustRespawned;
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public uint[] m_spells = new uint[SharedConst.MaxCreatureSpells];
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// Timers
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long _pickpocketLootRestore;
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public long m_corpseRemoveTime; // (msecs)timer for death or corpse disappearance
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long m_respawnTime; // (secs) time of next respawn
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uint m_respawnDelay; // (secs) delay between corpse disappearance and respawning
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uint m_corpseDelay; // (secs) delay between death and corpse disappearance
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float m_respawnradius;
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uint m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check
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uint m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse
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uint m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons)
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// vendor items
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List<VendorItemCount> m_vendorItemCounts = new List<VendorItemCount>();
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public Loot loot = new Loot();
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public uint m_groupLootTimer; // (msecs)timer used for group loot
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public ObjectGuid lootingGroupLowGUID; // used to find group which is looting corpse
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ObjectGuid m_lootRecipient;
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ObjectGuid m_lootRecipientGroup;
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}
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public enum ObjectCellMoveState
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{
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None, // not in move list
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Active, // in move list
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Inactive // in move list but should not move
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}
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}
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