mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2025-12-01 21:13:04 +08:00
Feature(Smart Scripts/SMART_EVENT_RANGE): Proper fix to prevent Initial timer (#13059)
* Feature(Smart Scripts/SMART_EVENT_RANGE): Proper fix to prevent Initial timer * Update SmartScript.cpp
This commit is contained in:
@@ -3428,15 +3428,19 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
|
||||
if (!me || !me->IsEngaged() || !me->GetVictim())
|
||||
return;
|
||||
|
||||
if (me->IsInRange(me->GetVictim(), (float)e.event.minMaxRepeat.min, (float)e.event.minMaxRepeat.max))
|
||||
ProcessTimedAction(e, e.event.minMaxRepeat.repeatMin, e.event.minMaxRepeat.repeatMax, me->GetVictim());
|
||||
else
|
||||
if (me->IsInRange(me->GetVictim(), (float)e.event.rangeRepeat.minRange, (float)e.event.rangeRepeat.maxRange))
|
||||
{
|
||||
if (!e.event.minMaxRepeat.controller)
|
||||
RecalcTimer(e, 500, 500); // xinef: make it predictable "Malcrom: This seems to be done to standardize min, max start rather than using the range values for the timer."
|
||||
if (e.event.rangeRepeat.onlyFireOnRepeat == 2)
|
||||
{
|
||||
e.event.rangeRepeat.onlyFireOnRepeat = 1;
|
||||
RecalcTimer(e, e.event.rangeRepeat.repeatMin, e.event.rangeRepeat.repeatMax);
|
||||
}
|
||||
else
|
||||
RecalcTimer(e, e.event.minMaxRepeat.repeatMin, e.event.minMaxRepeat.repeatMax); // Malcrom: if param5 value is greater than 0 first action will not happen until after repeat timer fires.
|
||||
ProcessTimedAction(e, e.event.rangeRepeat.repeatMin, e.event.rangeRepeat.repeatMax, me->GetVictim());
|
||||
}
|
||||
else
|
||||
RecalcTimer(e, 500, 500); // make it predictable
|
||||
|
||||
break;
|
||||
}
|
||||
case SMART_EVENT_VICTIM_CASTING:
|
||||
@@ -4000,6 +4004,13 @@ void SmartScript::InitTimer(SmartScriptHolder& e)
|
||||
switch (e.GetEventType())
|
||||
{
|
||||
//set only events which have initial timers
|
||||
case SMART_EVENT_RANGE:
|
||||
// If onlyFireOnRepeat is true set to 2 before entering combat. Will be set back to 1 after entering combat to ignore initial firing.
|
||||
if (e.event.rangeRepeat.onlyFireOnRepeat == 1)
|
||||
e.event.rangeRepeat.onlyFireOnRepeat = 2;
|
||||
// make it predictable
|
||||
RecalcTimer(e, 500, 500);
|
||||
break;
|
||||
case SMART_EVENT_NEAR_PLAYERS:
|
||||
case SMART_EVENT_NEAR_PLAYERS_NEGATION:
|
||||
RecalcTimer(e, e.event.nearPlayer.firstTimer, e.event.nearPlayer.firstTimer);
|
||||
|
||||
Reference in New Issue
Block a user