Core/Unit: 2170541a51 followup

use true as default value since pretty much all the script calls will expect that
This commit is contained in:
ccrs
2017-04-27 14:55:06 +02:00
parent 4431a1149d
commit c7a57e2a09
18 changed files with 35 additions and 34 deletions
+2 -2
View File
@@ -162,9 +162,9 @@ void CreatureAI::TriggerAlert(Unit const* who) const
me->SendAIReaction(AI_REACTION_ALERT);
// Face the unit (stealthed player) and set distracted state for 5 seconds
me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY()), true);
me->StopMoving();
me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
me->StopMoving();
me->SetFacingTo(me->GetAngle(who));
}
void CreatureAI::EnterEvadeMode(EvadeReason why)
@@ -658,10 +658,10 @@ void Creature::Update(uint32 diff)
if (m_suppressedTarget)
{
if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, m_suppressedTarget))
SetFacingToObject(objTarget);
SetFacingToObject(objTarget, false);
}
else
SetFacingTo(m_suppressedOrientation);
SetFacingTo(m_suppressedOrientation, false);
m_shouldReacquireTarget = false;
}
@@ -3037,10 +3037,10 @@ void Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target)
bool const canTurnDuringCast = !spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST);
// Face the target - we need to do this before the unit state is modified for no-turn spells
if (target)
SetFacingToObject(target);
SetFacingToObject(target, false);
else if (!canTurnDuringCast)
if (Unit* victim = GetVictim())
SetFacingToObject(victim); // ensure orientation is correct at beginning of cast
SetFacingToObject(victim, false); // ensure orientation is correct at beginning of cast
if (!canTurnDuringCast)
AddUnitState(UNIT_STATE_CANNOT_TURN);
@@ -3086,10 +3086,10 @@ void Creature::ReleaseFocus(Spell const* focusSpell, bool withDelay)
if (m_suppressedTarget)
{
if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, m_suppressedTarget))
SetFacingToObject(objTarget);
SetFacingToObject(objTarget, false);
}
else
SetFacingTo(m_suppressedOrientation);
SetFacingTo(m_suppressedOrientation, false);
}
else
// tell the creature that it should reacquire its actual target after the delay expires (this is handled in ::Update)
+5 -4
View File
@@ -2090,7 +2090,7 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extr
return; // ignore ranged case
if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
SetFacingToObject(victim); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
// melee attack spell cast at main hand attack only - no normal melee dmg dealt
if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL] && !extra)
@@ -2138,7 +2138,7 @@ void Unit::FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType /*= BA
return; // ignore ranged case
if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
SetFacingToObject(victim); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
CalcDamageInfo damageInfo;
damageInfo.attacker = this;
@@ -14189,7 +14189,8 @@ void Unit::SetInFront(WorldObject const* target)
void Unit::SetFacingTo(float ori, bool force)
{
if (!force && !IsStopped())
// do not face when already moving
if (!force && (!IsStopped() || !movespline->Finalized()))
return;
Movement::MoveSplineInit init(this);
@@ -14203,7 +14204,7 @@ void Unit::SetFacingTo(float ori, bool force)
void Unit::SetFacingToObject(WorldObject const* object, bool force)
{
// do not face when already moving
if (!force && !IsStopped())
if (!force && (!IsStopped() || !movespline->Finalized()))
return;
/// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
+2 -2
View File
@@ -1649,8 +1649,8 @@ class TC_GAME_API Unit : public WorldObject
virtual bool SetHover(bool enable, bool packetOnly = false);
void SetInFront(WorldObject const* target);
void SetFacingTo(float ori, bool force = false);
void SetFacingToObject(WorldObject const* object, bool force = false);
void SetFacingTo(float const ori, bool force = true);
void SetFacingToObject(WorldObject const* object, bool force = true);
void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference);
void SendClearThreatListOpcode();
+3 -3
View File
@@ -2490,11 +2490,11 @@ void Spell::EffectDistract(SpellEffIndex /*effIndex*/)
if (unitTarget->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING))
return;
unitTarget->SetFacingTo(unitTarget->GetAngle(destTarget));
unitTarget->ClearUnitState(UNIT_STATE_MOVING);
if (unitTarget->GetTypeId() == TYPEID_UNIT)
unitTarget->GetMotionMaster()->MoveDistract(damage * IN_MILLISECONDS);
unitTarget->StopMoving();
unitTarget->SetFacingTo(unitTarget->GetAngle(destTarget));
}
void Spell::EffectPickPocket(SpellEffIndex /*effIndex*/)
@@ -319,7 +319,7 @@ public:
DoResetThreat();
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
{
me->SetFacingToObject(target, true);
me->SetFacingToObject(target);
DoCast(target, SPELL_RAIN_OF_BONES);
}
break;
@@ -219,7 +219,7 @@ public:
{
case 4:
SetEscortPaused(true);
me->SetFacingTo(1.775791f, true);
me->SetFacingTo(1.775791f);
me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
Talk(SAY_MORRIDUNE_2);
break;
@@ -246,7 +246,7 @@ public:
me->SetCanFly(true);
me->SetDisableGravity(true);
me->SetByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_ALWAYS_STAND | UNIT_BYTE1_FLAG_HOVER);
me->SetFacingTo(me->GetOrientation() + float(M_PI), true);
me->SetFacingTo(me->GetOrientation() + float(M_PI));
if (Creature * trigger = me->SummonCreature(NPC_TRIGGER, MiddleRoomLocation, TEMPSUMMON_CORPSE_DESPAWN))
triggerGUID = trigger->GetGUID();
me->GetMotionMaster()->MoveTakeoff(11, Phase2Floating);
@@ -306,7 +306,7 @@ class boss_devourer_of_souls : public CreatureScript
case EVENT_WAILING_SOULS_TICK:
beamAngle += beamAngleDiff;
me->SetFacingTo(beamAngle, true);
me->SetFacingTo(beamAngle);
me->StopMoving();
DoCast(me, SPELL_WAILING_SOULS);
@@ -726,7 +726,7 @@ class npc_spinestalker : public CreatureScript
me->SetDisableGravity(false);
me->RemoveByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_ALWAYS_STAND | UNIT_BYTE1_FLAG_HOVER);
me->SetHomePosition(SpinestalkerLandPos);
me->SetFacingTo(SpinestalkerLandPos.GetOrientation(), true);
me->SetFacingTo(SpinestalkerLandPos.GetOrientation());
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
me->SetReactState(REACT_AGGRESSIVE);
}
@@ -863,7 +863,7 @@ class npc_rimefang : public CreatureScript
me->SetDisableGravity(false);
me->RemoveByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_ALWAYS_STAND | UNIT_BYTE1_FLAG_HOVER);
me->SetHomePosition(RimefangLandPos);
me->SetFacingTo(RimefangLandPos.GetOrientation(), true);
me->SetFacingTo(RimefangLandPos.GetOrientation());
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
me->SetReactState(REACT_AGGRESSIVE);
}
@@ -835,7 +835,7 @@ class boss_the_lich_king : public CreatureScript
events.ScheduleEvent(EVENT_INTRO_TALK_1, 9000, 0, PHASE_INTRO);
break;
case POINT_CENTER_1:
me->SetFacingTo(0.0f, true);
me->SetFacingTo(0.0f);
Talk(SAY_LK_REMORSELESS_WINTER);
me->GetMap()->SetZoneMusic(AREA_ICECROWN_CITADEL, MUSIC_SPECIAL);
DoCast(me, SPELL_REMORSELESS_WINTER_1);
@@ -851,7 +851,7 @@ class boss_the_lich_king : public CreatureScript
events.ScheduleEvent(EVENT_SOUL_REAPER, 94000, 0, PHASE_TWO);
break;
case POINT_CENTER_2:
me->SetFacingTo(0.0f, true);
me->SetFacingTo(0.0f);
Talk(SAY_LK_REMORSELESS_WINTER);
me->GetMap()->SetZoneMusic(AREA_ICECROWN_CITADEL, MUSIC_SPECIAL);
DoCast(me, SPELL_REMORSELESS_WINTER_2);
@@ -437,7 +437,7 @@ class boss_algalon_the_observer : public CreatureScript
me->SetDisableGravity(false);
else if (pointId == POINT_ALGALON_OUTRO)
{
me->SetFacingTo(1.605703f, true);
me->SetFacingTo(1.605703f);
events.ScheduleEvent(EVENT_OUTRO_3, 1200);
events.ScheduleEvent(EVENT_OUTRO_4, 2400);
events.ScheduleEvent(EVENT_OUTRO_5, 8500);
@@ -75,7 +75,7 @@ class boss_erekem : public CreatureScript
void MovementInform(uint32 type, uint32 pointId) override
{
if (type == EFFECT_MOTION_TYPE && pointId == POINT_INTRO)
me->SetFacingTo(4.921828f, true);
me->SetFacingTo(4.921828f);
}
void JustReachedHome() override
@@ -174,7 +174,7 @@ class npc_commander_eligor_dawnbringer : public CreatureScript
{
if (id == 1)
{
me->SetFacingTo(PosTalkLocations[talkWing].GetOrientation(), true);
me->SetFacingTo(PosTalkLocations[talkWing].GetOrientation());
TurnAudience();
switch (talkWing)
@@ -860,7 +860,7 @@ public:
events.ScheduleEvent(EVENT_FLY_TO_RANDOM_PILLAR, Seconds(2), GROUP_PHASE_ALL);
break;
case EVENT_CHANGE_ORIENTATION:
me->SetFacingTo(_orientation, true);
me->SetFacingTo(_orientation);
break;
case EVENT_FLY:
ChangeOrientation(3.137039f);
@@ -877,7 +877,7 @@ public:
case EVENT_FACE_MIDDLE:
{
float angle = me->GetAngle(IllidanMiddlePoint);
me->SetFacingTo(angle, true);
me->SetFacingTo(angle);
break;
}
case EVENT_EYE_BLAST:
@@ -1294,7 +1294,7 @@ public:
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_READY1H);
break;
case EVENT_CHANGE_ORIENTATION:
me->SetFacingTo(_orientation, true);
me->SetFacingTo(_orientation);
break;
case EVENT_HEALING_POTION:
if (me->HealthBelowPct(20))
@@ -494,7 +494,7 @@ public:
_events.Repeat(Seconds(3), Seconds(7));
break;
case EVENT_START_SOUL_RETRIEVE:
me->SetFacingTo(FACE_THE_DOOR, true);
me->SetFacingTo(FACE_THE_DOOR);
DoCast(SPELL_AKAMA_SOUL_RETRIEVE);
_events.ScheduleEvent(EVENT_START_BROKEN_FREE, Seconds(15));
break;
@@ -595,7 +595,7 @@ class boss_kaelthas : public CreatureScript
events.ScheduleEvent(EVENT_TRANSITION_1, 1000);
break;
case POINT_TRANSITION_CENTER_ASCENDING:
me->SetFacingTo(float(M_PI), true);
me->SetFacingTo(float(M_PI));
Talk(SAY_PHASE5_NUTS);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetDisableGravity(true);
@@ -956,7 +956,7 @@ public:
void StartFight(Player* player)
{
me->Dismount();
me->SetFacingToObject(player, true);
me->SetFacingToObject(player);
me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
_playerGUID = player->GetGUID();
_events.ScheduleEvent(EVENT_TALK, Seconds(2));