WIP for NPC spell push, off by default for now

This commit is contained in:
Michael Cook (mackal)
2018-03-07 16:50:24 -05:00
parent 0d63c8b9ef
commit ae966e546b
8 changed files with 94 additions and 18 deletions
+6
View File
@@ -50,6 +50,8 @@ struct AuraRecord;
struct NewSpawn_Struct;
struct PlayerPositionUpdateServer_Struct;
const int COLLISION_BOX_SIZE = 4;
namespace EQEmu
{
struct ItemData;
@@ -1314,6 +1316,9 @@ protected:
char lastname[64];
glm::vec4 m_Delta;
// just locs around them to double check, if we do expand collision this should be cached on movement
// ideally we should use real models, but this should be quick and work mostly
glm::vec4 m_CollisionBox[COLLISION_BOX_SIZE];
EQEmu::LightSourceProfile m_Light;
@@ -1424,6 +1429,7 @@ protected:
std::unique_ptr<Timer> AI_movement_timer;
std::unique_ptr<Timer> AI_target_check_timer;
bool movetimercompleted;
int8 ForcedMovement; // push
bool permarooted;
std::unique_ptr<Timer> AI_scan_area_timer;
std::unique_ptr<Timer> AI_walking_timer;