Changeset 229 for trunk/src/game/Creature.cpp
- Timestamp:
- 11/19/08 13:48:34 (17 years ago)
- Files:
-
- 1 modified
Legend:
- Unmodified
- Added
- Removed
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trunk/src/game/Creature.cpp
r193 r229 337 337 { 338 338 case JUST_ALIVED: 339 // Don t must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting.339 // Don't must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting. 340 340 sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_ALIVED (4)",GetGUIDLow(),GetEntry()); 341 341 break; 342 342 case JUST_DIED: 343 // Don t must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.343 // Don't must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting. 344 344 sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry()); 345 345 break; … … 507 507 uint32 addvalue = 0; 508 508 509 // Not only pet, but any contro elled creature509 // Not only pet, but any controlled creature 510 510 if(GetCharmerOrOwnerGUID()) 511 511 { … … 864 864 865 865 // in case non empty gossip menu (that not included quests list size) show it 866 // (quest entries from quest menu wi ill be included in list)866 // (quest entries from quest menu will be included in list) 867 867 player->PlayerTalkClass->SendGossipMenu(GetNpcTextId(), GetGUID()); 868 868 } … … 1148 1148 { 1149 1149 // this should only be used when the creature has already been loaded 1150 // p erferably after adding to map, because mapid may not be valid otherwise1150 // preferably after adding to map, because mapid may not be valid otherwise 1151 1151 CreatureData const *data = objmgr.GetCreatureData(m_DBTableGuid); 1152 1152 if(!data) … … 1557 1557 float RetDistance = 20; 1558 1558 1559 // "Aggro Radius var ries with level difference at a rate of roughly 1 yard/level"1559 // "Aggro Radius varies with level difference at a rate of roughly 1 yard/level" 1560 1560 // radius grow if playlevel < creaturelevel 1561 1561 RetDistance -= (float)leveldif; … … 1584 1584 1585 1585 // always save boss respawn time at death to prevent crash cheating 1586 if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIAT LY) || isWorldBoss())1586 if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY) || isWorldBoss()) 1587 1587 SaveRespawnTime(); 1588 1588 … … 1876 1876 return true; 1877 1877 1878 if(!pVictim->isInAccess ablePlaceFor(this))1878 if(!pVictim->isInAccessiblePlaceFor(this)) 1879 1879 return true; 1880 1880 … … 1886 1886 uint32 ThreatRadius = sWorld.getConfig(CONFIG_THREAT_RADIUS); 1887 1887 1888 //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and ou fof combat every update tick.1888 //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick. 1889 1889 return ( length > (ThreatRadius > AttackDist ? ThreatRadius : AttackDist)); 1890 1890 } … … 1955 1955 } 1956 1956 1957 /// Send a message to LocalDefense channel for players op osition team in the zone1957 /// Send a message to LocalDefense channel for players opposition team in the zone 1958 1958 void Creature::SendZoneUnderAttackMessage(Player* attacker) 1959 1959 {