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Renaming of some timers
This commit is contained in:
parent
2a69ae42ee
commit
ce0011ab18
@ -1189,21 +1189,21 @@ int32 Mob::CheckHealAggroAmount(uint16 spell_id, Mob *target, uint32 heal_possib
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}
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void Mob::AddFeignMemory(Client* attacker) {
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if(feign_memory_list.empty() && AIfeignremember_timer != nullptr)
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AIfeignremember_timer->Start(AIfeignremember_delay);
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if(feign_memory_list.empty() && AI_feign_remember_timer != nullptr)
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AI_feign_remember_timer->Start(AIfeignremember_delay);
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feign_memory_list.insert(attacker->CharacterID());
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}
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void Mob::RemoveFromFeignMemory(Client* attacker) {
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feign_memory_list.erase(attacker->CharacterID());
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if(feign_memory_list.empty() && AIfeignremember_timer != nullptr)
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AIfeignremember_timer->Disable();
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if(feign_memory_list.empty() && AI_feign_remember_timer != nullptr)
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AI_feign_remember_timer->Disable();
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if(feign_memory_list.empty())
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{
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minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
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maxLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMax);
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if(AIfeignremember_timer != nullptr)
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AIfeignremember_timer->Disable();
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if(AI_feign_remember_timer != nullptr)
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AI_feign_remember_timer->Disable();
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}
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}
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@ -1220,8 +1220,8 @@ void Mob::ClearFeignMemory() {
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feign_memory_list.clear();
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minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
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maxLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMax);
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if(AIfeignremember_timer != nullptr)
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AIfeignremember_timer->Disable();
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if(AI_feign_remember_timer != nullptr)
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AI_feign_remember_timer->Disable();
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}
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bool Mob::PassCharismaCheck(Mob* caster, uint16 spell_id) {
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10
zone/bot.cpp
10
zone/bot.cpp
@ -2685,7 +2685,7 @@ void Bot::AI_Process() {
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if(GetHasBeenSummoned()) {
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if(IsBotCaster() || IsBotArcher()) {
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if (AImovement_timer->Check()) {
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if (AI_movement_timer->Check()) {
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if(!GetTarget() || (IsBotCaster() && !IsBotCasterCombatRange(GetTarget())) || (IsBotArcher() && IsArcheryRange(GetTarget())) || (DistanceSquaredNoZ(static_cast<glm::vec3>(m_Position), m_PreSummonLocation) < 10)) {
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if(GetTarget())
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FaceTarget(GetTarget());
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@ -2831,7 +2831,7 @@ void Bot::AI_Process() {
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}
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}
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if(AImovement_timer->Check()) {
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if(AI_movement_timer->Check()) {
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if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY())) {
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// Move the rogue to behind the mob
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float newX = 0;
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@ -2967,7 +2967,7 @@ void Bot::AI_Process() {
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AI_PursueCastCheck();
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}
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if (AImovement_timer->Check()) {
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if (AI_movement_timer->Check()) {
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if(!IsRooted()) {
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Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", GetTarget()->GetCleanName());
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CalculateNewPosition2(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(), GetRunspeed());
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@ -2995,7 +2995,7 @@ void Bot::AI_Process() {
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if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
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SendRemovePlayerState(PlayerState::Aggressive);
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if(!IsMoving() && AIthink_timer->Check() && !spellend_timer.Enabled()) {
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if(!IsMoving() && AI_think_timer->Check() && !spellend_timer.Enabled()) {
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if(GetBotStance() != BotStancePassive) {
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if(!AI_IdleCastCheck() && !IsCasting())
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BotMeditate(true);
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@ -3004,7 +3004,7 @@ void Bot::AI_Process() {
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BotMeditate(true);
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}
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if(AImovement_timer->Check()) {
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if(AI_movement_timer->Check()) {
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if(GetFollowID()) {
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Mob* follow = entity_list.GetMob(GetFollowID());
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if(follow) {
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@ -1500,7 +1500,7 @@ void Merc::AI_Process() {
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}
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}
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if(AImovement_timer->Check())
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if(AI_movement_timer->Check())
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{
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if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY()))
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{
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@ -1645,7 +1645,7 @@ void Merc::AI_Process() {
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AI_PursueCastCheck();
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}
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if (AImovement_timer->Check())
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if (AI_movement_timer->Check())
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{
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if(!IsRooted()) {
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Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", GetTarget()->GetCleanName());
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@ -1687,7 +1687,7 @@ void Merc::AI_Process() {
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if(!check_target_timer.Enabled())
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check_target_timer.Start(2000, false);
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if(!IsMoving() && AIthink_timer->Check() && !spellend_timer.Enabled())
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if(!IsMoving() && AI_think_timer->Check() && !spellend_timer.Enabled())
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{
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//TODO: Implement passive stances.
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//if(GetStance() != MercStancePassive) {
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@ -1698,7 +1698,7 @@ void Merc::AI_Process() {
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}
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}
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if(AImovement_timer->Check())
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if(AI_movement_timer->Check())
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{
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if(GetFollowID())
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{
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16
zone/mob.h
16
zone/mob.h
@ -925,8 +925,8 @@ public:
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virtual FACTION_VALUE GetReverseFactionCon(Mob* iOther) { return FACTION_INDIFFERENT; }
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inline bool IsTrackable() const { return(trackable); }
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Timer* GetAIThinkTimer() { return AIthink_timer.get(); }
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Timer* GetAIMovementTimer() { return AImovement_timer.get(); }
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Timer* GetAIThinkTimer() { return AI_think_timer.get(); }
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Timer* GetAIMovementTimer() { return AI_movement_timer.get(); }
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Timer GetAttackTimer() { return attack_timer; }
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Timer GetAttackDWTimer() { return attack_dw_timer; }
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inline bool IsFindable() { return findable; }
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@ -1254,14 +1254,14 @@ protected:
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uint32 maxLastFightingDelayMoving;
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float pAggroRange;
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float pAssistRange;
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std::unique_ptr<Timer> AIthink_timer;
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std::unique_ptr<Timer> AImovement_timer;
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std::unique_ptr<Timer> AItarget_check_timer;
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std::unique_ptr<Timer> AI_think_timer;
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std::unique_ptr<Timer> AI_movement_timer;
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std::unique_ptr<Timer> AI_target_check_timer;
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bool movetimercompleted;
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bool permarooted;
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std::unique_ptr<Timer> AIscanarea_timer;
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std::unique_ptr<Timer> AIwalking_timer;
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std::unique_ptr<Timer> AIfeignremember_timer;
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std::unique_ptr<Timer> AI_scan_area_timer;
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std::unique_ptr<Timer> AI_walking_timer;
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std::unique_ptr<Timer> AI_feign_remember_timer;
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std::unique_ptr<Timer> AI_check_signal_timer;
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uint32 pLastFightingDelayMoving;
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HateList hate_list;
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@ -423,12 +423,12 @@ bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float
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void Mob::AI_Init()
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{
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pAIControlled = false;
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AIthink_timer.reset(nullptr);
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AIwalking_timer.reset(nullptr);
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AImovement_timer.reset(nullptr);
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AItarget_check_timer.reset(nullptr);
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AIfeignremember_timer.reset(nullptr);
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AIscanarea_timer.reset(nullptr);
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AI_think_timer.reset(nullptr);
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AI_walking_timer.reset(nullptr);
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AI_movement_timer.reset(nullptr);
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AI_target_check_timer.reset(nullptr);
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AI_feign_remember_timer.reset(nullptr);
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AI_scan_area_timer.reset(nullptr);
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AI_check_signal_timer.reset(nullptr);
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minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
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@ -474,18 +474,18 @@ void Mob::AI_Start(uint32 iMoveDelay) {
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pLastFightingDelayMoving = 0;
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pAIControlled = true;
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AIthink_timer = std::unique_ptr<Timer>(new Timer(AIthink_duration));
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AIthink_timer->Trigger();
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AIwalking_timer = std::unique_ptr<Timer>(new Timer(0));
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AImovement_timer = std::unique_ptr<Timer>(new Timer(AImovement_duration));
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AItarget_check_timer = std::unique_ptr<Timer>(new Timer(AItarget_check_duration));
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AIfeignremember_timer = std::unique_ptr<Timer>(new Timer(AIfeignremember_delay));
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AIscanarea_timer = std::unique_ptr<Timer>(new Timer(AIscanarea_delay));
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AI_think_timer = std::unique_ptr<Timer>(new Timer(AIthink_duration));
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AI_think_timer->Trigger();
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AI_walking_timer = std::unique_ptr<Timer>(new Timer(0));
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AI_movement_timer = std::unique_ptr<Timer>(new Timer(AImovement_duration));
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AI_target_check_timer = std::unique_ptr<Timer>(new Timer(AItarget_check_duration));
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AI_feign_remember_timer = std::unique_ptr<Timer>(new Timer(AIfeignremember_delay));
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AI_scan_area_timer = std::unique_ptr<Timer>(new Timer(AIscanarea_delay));
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AI_check_signal_timer = std::unique_ptr<Timer>(new Timer(AI_check_signal_timer_delay));
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#ifdef REVERSE_AGGRO
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if(IsNPC() && !CastToNPC()->WillAggroNPCs())
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AIscanarea_timer->Disable();
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AI_scan_area_timer->Disable();
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#endif
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if (GetAggroRange() == 0)
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@ -542,12 +542,12 @@ void Mob::AI_Stop() {
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pAIControlled = false;
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AIthink_timer.reset(nullptr);
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AIwalking_timer.reset(nullptr);
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AImovement_timer.reset(nullptr);
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AItarget_check_timer.reset(nullptr);
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AIscanarea_timer.reset(nullptr);
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AIfeignremember_timer.reset(nullptr);
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AI_think_timer.reset(nullptr);
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AI_walking_timer.reset(nullptr);
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AI_movement_timer.reset(nullptr);
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AI_target_check_timer.reset(nullptr);
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AI_scan_area_timer.reset(nullptr);
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AI_feign_remember_timer.reset(nullptr);
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AI_check_signal_timer.reset(nullptr);
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hate_list.WipeHateList();
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@ -730,7 +730,7 @@ void Client::AI_Process()
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if (!IsAIControlled())
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return;
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if (!(AIthink_timer->Check() || attack_timer.Check(false)))
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if (!(AI_think_timer->Check() || attack_timer.Check(false)))
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return;
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if (IsCasting())
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@ -776,7 +776,7 @@ void Client::AI_Process()
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//continue on to attack code, ensuring that we execute the engaged code
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engaged = true;
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} else {
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if(AImovement_timer->Check()) {
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if(AI_movement_timer->Check()) {
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int speed = GetFearSpeed();
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animation = speed;
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speed *= 2;
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@ -813,7 +813,7 @@ void Client::AI_Process()
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SetTarget(hate_list.GetClosestEntOnHateList(this));
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else
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{
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if(AItarget_check_timer->Check())
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if(AI_target_check_timer->Check())
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{
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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}
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@ -837,7 +837,7 @@ void Client::AI_Process()
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DoClassAttacks(GetTarget());
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}
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if (AImovement_timer->Check()) {
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if (AI_movement_timer->Check()) {
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if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) !=
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m_Position.w) {
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SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
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@ -863,7 +863,7 @@ void Client::AI_Process()
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} else {
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if(!IsRooted())
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{
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if(AImovement_timer->Check())
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if(AI_movement_timer->Check())
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{
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int newspeed = GetRunspeed();
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animation = newspeed;
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@ -894,7 +894,7 @@ void Client::AI_Process()
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}
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else
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{
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if(AIfeignremember_timer->Check()) {
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if(AI_feign_remember_timer->Check()) {
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std::set<uint32>::iterator RememberedCharID;
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RememberedCharID = feign_memory_list.begin();
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while (RememberedCharID != feign_memory_list.end()) {
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@ -922,7 +922,7 @@ void Client::AI_Process()
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float dist = DistanceSquared(m_Position, owner->GetPosition());
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if (dist >= 400)
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{
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if(AImovement_timer->Check())
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if(AI_movement_timer->Check())
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{
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int nspeed = (dist >= 5625 ? GetRunspeed() : GetWalkspeed());
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animation = nspeed;
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@ -948,7 +948,7 @@ void Mob::AI_Process() {
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if (!IsAIControlled())
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return;
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if (!(AIthink_timer->Check() || attack_timer.Check(false)))
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if (!(AI_think_timer->Check() || attack_timer.Check(false)))
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return;
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if (IsCasting())
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@ -973,7 +973,7 @@ void Mob::AI_Process() {
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//continue on to attack code, ensuring that we execute the engaged code
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engaged = true;
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} else {
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if(AImovement_timer->Check()) {
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if(AI_movement_timer->Check()) {
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// Check if we have reached the last fear point
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if ((std::abs(GetX() - m_FearWalkTarget.x) < 0.1) &&
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(std::abs(GetY() - m_FearWalkTarget.y) < 0.1)) {
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@ -1017,7 +1017,7 @@ void Mob::AI_Process() {
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SetTarget(hate_list.GetClosestEntOnHateList(this));
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else
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{
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if(AItarget_check_timer->Check())
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if(AI_target_check_timer->Check())
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{
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if (IsFocused()) {
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if (!target) {
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@ -1079,7 +1079,7 @@ void Mob::AI_Process() {
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if (is_combat_range)
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{
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if (AImovement_timer->Check())
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if (AI_movement_timer->Check())
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{
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if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
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{
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@ -1273,7 +1273,7 @@ void Mob::AI_Process() {
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WipeHateList();
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Heal();
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BuffFadeAll();
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AIwalking_timer->Start(100);
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AI_walking_timer->Start(100);
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pLastFightingDelayMoving = Timer::GetCurrentTime();
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return;
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} else if(tar != nullptr) {
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@ -1295,7 +1295,7 @@ void Mob::AI_Process() {
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if(AI_PursueCastCheck()){
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//we did something, so do not process movement.
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}
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else if (AImovement_timer->Check())
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else if (AI_movement_timer->Check())
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{
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if(!IsRooted()) {
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Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName());
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@ -1328,7 +1328,7 @@ void Mob::AI_Process() {
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{
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if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
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SendRemovePlayerState(PlayerState::Aggressive);
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if(AIfeignremember_timer->Check()) {
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if(AI_feign_remember_timer->Check()) {
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// 6/14/06
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// Improved Feign Death Memory
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// check to see if any of our previous feigned targets have gotten up.
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@ -1353,7 +1353,7 @@ void Mob::AI_Process() {
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{
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//we processed a spell action, so do nothing else.
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}
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else if (AIscanarea_timer->Check())
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else if (AI_scan_area_timer->Check())
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{
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/*
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* This is where NPCs look around to see if they want to attack anybody.
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@ -1368,7 +1368,7 @@ void Mob::AI_Process() {
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if (tmptar)
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AddToHateList(tmptar);
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}
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else if (AImovement_timer->Check() && !IsRooted())
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else if (AI_movement_timer->Check() && !IsRooted())
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{
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if (IsPet())
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{
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@ -1539,10 +1539,10 @@ void NPC::AI_DoMovement() {
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}
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else if (roamer)
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{
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if (AIwalking_timer->Check())
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if (AI_walking_timer->Check())
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{
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movetimercompleted=true;
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AIwalking_timer->Disable();
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AI_walking_timer->Disable();
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}
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@ -1552,7 +1552,7 @@ void NPC::AI_DoMovement() {
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if (movetimercompleted==true) { // time to pause at wp is over
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AI_SetupNextWaypoint();
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} // endif (movetimercompleted==true)
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else if (!(AIwalking_timer->Enabled()))
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else if (!(AI_walking_timer->Enabled()))
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{ // currently moving
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bool doMove = true;
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if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
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@ -1573,7 +1573,7 @@ void NPC::AI_DoMovement() {
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sprintf(temp, "%d", cur_wp);
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parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, temp, 0);
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// start moving directly to next waypoint if we're at a 0 pause waypoint and we didn't get quest halted.
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if (!AIwalking_timer->Enabled())
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if (!AI_walking_timer->Enabled())
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AI_SetupNextWaypoint();
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else
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doMove = false;
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@ -1764,7 +1764,7 @@ void Mob::AI_Event_Engaged(Mob* attacker, bool iYellForHelp) {
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void Mob::AI_Event_NoLongerEngaged() {
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if (!IsAIControlled())
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return;
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this->AIwalking_timer->Start(RandomTimer(3000,20000));
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this->AI_walking_timer->Start(RandomTimer(3000,20000));
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pLastFightingDelayMoving = Timer::GetCurrentTime();
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if (minLastFightingDelayMoving == maxLastFightingDelayMoving)
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pLastFightingDelayMoving += minLastFightingDelayMoving;
|
||||
|
||||
@ -94,7 +94,7 @@ void NPC::ResumeWandering()
|
||||
{
|
||||
if (GetGrid() < 0)
|
||||
{ // we were paused by a quest
|
||||
AIwalking_timer->Disable();
|
||||
AI_walking_timer->Disable();
|
||||
SetGrid( 0 - GetGrid());
|
||||
if (cur_wp==-1)
|
||||
{ // got here by a MoveTo()
|
||||
@ -103,10 +103,10 @@ void NPC::ResumeWandering()
|
||||
}
|
||||
Log.Out(Logs::Detail, Logs::Pathing, "Resume Wandering requested. Grid %d, wp %d", GetGrid(), cur_wp);
|
||||
}
|
||||
else if (AIwalking_timer->Enabled())
|
||||
else if (AI_walking_timer->Enabled())
|
||||
{ // we are at a waypoint paused normally
|
||||
Log.Out(Logs::Detail, Logs::Pathing, "Resume Wandering on timed pause. Grid %d, wp %d", GetGrid(), cur_wp);
|
||||
AIwalking_timer->Trigger(); // disable timer to end pause now
|
||||
AI_walking_timer->Trigger(); // disable timer to end pause now
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -145,7 +145,7 @@ void NPC::PauseWandering(int pausetime)
|
||||
}
|
||||
else
|
||||
{ // specified waiting time, he'll resume after that
|
||||
AIwalking_timer->Start(pausetime*1000); // set the timer
|
||||
AI_walking_timer->Start(pausetime*1000); // set the timer
|
||||
}
|
||||
} else {
|
||||
Log.Out(Logs::General, Logs::Error, "NPC not on grid - can't pause wandering: %lu", (unsigned long)GetNPCTypeID());
|
||||
@ -162,7 +162,7 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
|
||||
SetGrid( 0 - GetGrid()); // get him moving again
|
||||
Log.Out(Logs::Detail, Logs::AI, "MoveTo during quest wandering. Canceling quest wandering and going back to grid %d when MoveTo is done.", GetGrid());
|
||||
}
|
||||
AIwalking_timer->Disable(); // disable timer in case he is paused at a wp
|
||||
AI_walking_timer->Disable(); // disable timer in case he is paused at a wp
|
||||
if (cur_wp>=0)
|
||||
{ // we've not already done a MoveTo()
|
||||
save_wp=cur_wp; // save the current waypoint
|
||||
@ -193,8 +193,8 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
|
||||
m_CurrentWayPoint = position;
|
||||
cur_wp_pause = 0;
|
||||
pLastFightingDelayMoving = 0;
|
||||
if(AIwalking_timer->Enabled())
|
||||
AIwalking_timer->Start(100);
|
||||
if(AI_walking_timer->Enabled())
|
||||
AI_walking_timer->Start(100);
|
||||
}
|
||||
|
||||
void NPC::UpdateWaypoint(int wp_index)
|
||||
@ -393,8 +393,8 @@ void NPC::SetWaypointPause()
|
||||
//Declare time to wait on current WP
|
||||
|
||||
if (cur_wp_pause == 0) {
|
||||
AIwalking_timer->Start(100);
|
||||
AIwalking_timer->Trigger();
|
||||
AI_walking_timer->Start(100);
|
||||
AI_walking_timer->Trigger();
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -402,13 +402,13 @@ void NPC::SetWaypointPause()
|
||||
switch (pausetype)
|
||||
{
|
||||
case 0: //Random Half
|
||||
AIwalking_timer->Start((cur_wp_pause - zone->random.Int(0, cur_wp_pause-1)/2)*1000);
|
||||
AI_walking_timer->Start((cur_wp_pause - zone->random.Int(0, cur_wp_pause-1)/2)*1000);
|
||||
break;
|
||||
case 1: //Full
|
||||
AIwalking_timer->Start(cur_wp_pause*1000);
|
||||
AI_walking_timer->Start(cur_wp_pause*1000);
|
||||
break;
|
||||
case 2: //Random Full
|
||||
AIwalking_timer->Start(zone->random.Int(0, cur_wp_pause-1)*1000);
|
||||
AI_walking_timer->Start(zone->random.Int(0, cur_wp_pause-1)*1000);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user