All pastes #981048 Raw Edit

Jemand

public text v1 · immutable
·published 2008-04-11 14:45 UTC
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/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/

/* ScriptData
SDName: gas_clouds
SD%Complete: 0
SDComment:
SDCategory:
EndScriptData */

#include "sc_creature.h"
#include "../../../../game/Player.h"

struct MANGOS_DLL_DECL gas_cloudsAI : public ScriptedAI
{
    gas_cloudsAI(Creature *c) : ScriptedAI(c) {Reset();}

	bool spellHit;
	uint32 spellHit_timer;
	uint32 item;

    void Reset()
    {
        spellHit = false;
		spellHit_timer = 300000;
    }

	void Aggro(Unit *who)
    {
    }

    void UpdateAI(const uint32 diff)
    {
		if (spellHit == true)
		{
			if (spellHit_timer < diff)
			{
				spellHit = false;
			}else spellHit_timer -= diff;
		}
    }

    void SpellHit(Unit *Hitter, const SpellEntry *Spellkind)
    {		
		if(Hitter->GetTypeId() == TYPEID_PLAYER)
		{

			if(Spellkind->Id == 30427 && !spellHit)
			{
				ItemPosCountVec dest;
				uint8 msg = ((Player*)Hitter)->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, 22572, 1);
				if( msg == EQUIP_ERR_OK )
				{
					Item * item = ((Player*)Hitter)->StoreNewItem( dest, 22572, 1);
					spellHit = true;
				}else ((Player*)Hitter)->SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW,NULL,NULL); 
			}
		}
	}
};
CreatureAI* GetAI_gas_clouds(Creature *_Creature)
{
    return new gas_cloudsAI (_Creature);
}

void AddSC_gas_clouds()
{
    Script *newscript;

    newscript = new Script;
    newscript->Name="gas_clouds";
    newscript->GetAI = GetAI_gas_clouds;
    m_scripts[nrscripts++] = newscript;
}