void Boomerang::Inertia(float fVelocity, ActionParameter * pActionParameter) { if (m_nState == BOOMERANG_AWAY) { FlyAway(fVelocity, pActionParameter); } else { FlyBack(fVelocity, pActionParameter); } }
void UpdateAI(uint32 diff) { if (_initialSelection) { _initialSelection = false; // Find victim of Summon Gargoyle spell std::list<Unit*> targets; Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(me, me, 50); Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(me, targets, u_check); me->VisitNearbyObject(50, searcher); for (std::list<Unit*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter) if ((*iter)->GetAura(SPELL_DK_SUMMON_GARGOYLE_1, me->GetOwnerGUID())) { (*iter)->RemoveAura(SPELL_DK_SUMMON_GARGOYLE_1, me->GetOwnerGUID()); SetGazeOn(*iter); _targetGUID = (*iter)->GetGUID(); break; } } if (_despawnTimer > 4000) { _despawnTimer -= diff; if (!UpdateVictimWithGaze()) { MySelectNextTarget(); return; } _initialCastTimer += diff; _selectionTimer += diff; if (_selectionTimer >= 1000) { MySelectNextTarget(); _selectionTimer = 0; } if (_initialCastTimer >= 2000 && !me->HasUnitState(UNIT_STATE_CASTING|UNIT_STATE_LOST_CONTROL) && me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE) me->CastSpell(me->GetVictim(), 51963, false); } else { if (!_despawning) FlyAway(); if (_despawnTimer > diff) _despawnTimer -= diff; else me->DespawnOrUnsummon(); } }
void UpdateAI(uint32 diff) { if (_initialSelection) { _initialSelection = false; // Find victim of Summon Gargoyle spell std::list<Unit*> targets; Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(me, me, 50); Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(me, targets, u_check); me->VisitNearbyObject(50, searcher); for (std::list<Unit*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter) if ((*iter)->GetAura(SPELL_DK_SUMMON_GARGOYLE_1, me->GetOwnerGUID())) { SwitchTargetAndAttack((*iter)); break; } } if (_despawnTimer > 4000) { _despawnTimer -= diff; _initialCastTimer += diff; _selectionTimer += diff; if (_selectionTimer >= 1000) { MySelectNextTarget(); _selectionTimer = 0; } // check start timer and if not casting if(_initialCastTimer >= 2000 && !me->HasUnitState(UNIT_STATE_CASTING)) if (!(me->HasAuraType(SPELL_AURA_MOD_FEAR) || me->HasAuraType(SPELL_AURA_MOD_ROOT) || me->HasAuraType(SPELL_AURA_MOD_CONFUSE) || me->HasAuraType(SPELL_AURA_MOD_STUN))) if (_initialCastTimer >= 2000 && !me->HasUnitState(UNIT_STATE_LOST_CONTROL) && me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE) me->CastSpell(me->GetVictim(), 51963, false); } else { if (!_despawning) FlyAway(); if (_despawnTimer > diff) _despawnTimer -= diff; else me->DespawnOrUnsummon(); } }