Scripts/Instances: Complete rewrite of the boundary system.

- Migrate boundary logic to Maps/AreaBoundary instead of having it sit in InstanceScript (to possibly allow use for other purposes).
- Implement the first five boundary types in Maps/AreaBoundary.cpp.
- Add boundary checks to Creature's update logic
- Add boundary data for all Northrend raids
- Add boundary initialization structures and methods to InstanceScript
- Modify EnterEvadeMode signature. It now passes a value from the EvadeReason enum as parameter to allow special casing depending on evade reason
- Remove previous (weird) boundary code that had them linked to GO spawns
This commit is contained in:
treeston
2015-12-20 13:28:16 +01:00
parent 60e3127714
commit 2da458c56d
134 changed files with 985 additions and 533 deletions
+1 -1
View File
@@ -408,7 +408,7 @@ void SmartAI::MovementInform(uint32 MovementType, uint32 Data)
MovepointReached(Data);
}
void SmartAI::EnterEvadeMode()
void SmartAI::EnterEvadeMode(EvadeReason /*why*/)
{
if (!me->IsAlive() || me->IsInEvadeMode())
return;