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https://github.com/EQEmu/Server.git
synced 2026-05-22 16:28:28 +00:00
Movement will now be handled by the movement manager instead of mob
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+5
-5
@@ -57,7 +57,7 @@ extern Zone* zone;
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extern volatile bool is_zone_loaded;
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extern EntityList entity_list;
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NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, int iflymode, bool IsCorpse)
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NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, GravityBehavior iflymode, bool IsCorpse)
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: Mob(d->name,
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d->lastname,
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d->max_hp,
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@@ -977,7 +977,7 @@ bool NPC::SpawnZoneController(){
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point.y = 1000;
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point.z = 500;
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auto npc = new NPC(npc_type, nullptr, point, FlyMode3);
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auto npc = new NPC(npc_type, nullptr, point, GravityBehavior::Flying);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc);
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@@ -1020,7 +1020,7 @@ NPC * NPC::SpawnGridNodeNPC(std::string name, const glm::vec4 &position, uint32
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npc_type->findable = true;
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auto node_position = glm::vec4(position.x, position.y, position.z, position.w);
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auto npc = new NPC(npc_type, nullptr, node_position, FlyMode1);
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auto npc = new NPC(npc_type, nullptr, node_position, GravityBehavior::Flying);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc, true, true);
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@@ -1187,7 +1187,7 @@ NPC* NPC::SpawnNPC(const char* spawncommand, const glm::vec4& position, Client*
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npc_type->prim_melee_type = 28;
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npc_type->sec_melee_type = 28;
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auto npc = new NPC(npc_type, nullptr, position, FlyMode3);
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auto npc = new NPC(npc_type, nullptr, position, GravityBehavior::Ground);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc);
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@@ -2819,4 +2819,4 @@ void NPC::ModifyStatsOnCharm(bool bRemoved)
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// the rest of the stats aren't cached, so lets just do these two instead of full CalcBonuses()
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SetAttackTimer();
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CalcAC();
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}
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}
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