- Fixed some issues with SMART_ACTION_SET_FLY (#1073)
- Fixed allowing 0 as input for SMART_EVENT_ACCEPTED_QUEST and SMART_EVENT_REWARD_QUEST (#2680)
- Some cleanup
- Added missing space to 'if', 'for', 'while' and 'switch' when it's followed by '('
- Added missing space after a comma and remove space before comma (with some exceptions)
- Remove trailing spaces
- Convert tab to spaces
Note: Only affects files with extension "cpp" and "h" under /src/server
*replase postfix iterator increment\decrement with prefix in cycles
*replase strlen(*char) != 0 with *char[0] != '\0'
*replase strlen(rStr.c_str()) with rStr.length()
*SpellEntry is now SpellInfo
*GetSpellProto is now GetSpellInfo
*SpellEntry::Effect*[effIndex] is now avalible under SpellInfo.Effects[effIndex].*
*sSpellStore.LookupEntry is no longer valid, use sSpellMgr->GetSpellInfo()
*SpellFunctions from SpellMgr.h like DoSpellStuff(spellId) are now: spellInfo->DoStuff()
*SpellMgr::CalculateEffectValue and similar functions are now avalible in SpellEffectInfo class.
*GET_SPELL macro is removed, code which used it is moved to SpellMgr::LoadDbcDataCorrections
*code which affected dbc data in SpellMgr::LoadSpellCustomAttr is now moved to LoadDbcDataCorrections
you can now 'send' a list of timed actions to any targeted creature if it has SmartAI
NOTE: already made script with timed actions should be remade to use self as target
--HG--
branch : trunk
- interrupt spells when entering combat
- fixed reset of timers
- added npc flag modify actions
- added action to call a TimedActionList, default options are: process only OOC and resume after combat
--HG--
branch : trunk
WARNING: Use scripts at own risk. You were warned.
NOTE0: creature, gameobject, areatrigger type scripts should be fully functional
NOTE1: has no effect on any core related stuff if not using any SmartScript
NOTE2: all event/action/etc descriptions can be found in SmartScriptMgr.h
SmartScripts is a reloadable DB-Sript system, with full control for special scripting,
like escorting, following, complex combat handling, pre-stored AI templates(caster, turret, etc) and much more
with a total of 66 events, 78 actions, 22 target types, and can be easily extended
--HG--
branch : trunk