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| 1 | - | class example_creature : public CreatureScript |
| 1 | + | #include "ScriptPCH.h" |
| 2 | ||
| 3 | - | public: |
| 3 | + | class Resurrect_creature : public CreatureScript |
| 4 | {
| |
| 5 | - | example_creature() |
| 5 | + | public: |
| 6 | - | : CreatureScript("example_creature")
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| 6 | + | Resurrect_creature() : CreatureScript("Resurrect_creature") { }
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| 7 | ||
| 8 | struct Resurrect_creatureAI : public ScriptedAI | |
| 9 | {
| |
| 10 | - | struct example_creatureAI : public ScriptedAI |
| 10 | + | Resurrect_creatureAI(Creature* creature) : ScriptedAI(creature) {}
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| 11 | ||
| 12 | - | example_creatureAI(Creature* creature) : ScriptedAI(creature) {}
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| 12 | + | void MoveInLineOfSight(Unit* who) |
| 13 | {
| |
| 14 | - | void MoveInLineOfSight(Unit* who) |
| 14 | + | if(!me->IsWithinDistInMap(who, 50.0f)) // limit range |
| 15 | - | {
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| 15 | + | return; |
| 16 | - | if(who-> |
| 16 | + | if(who->GetTypeId() != TYPEID_PLAYER) // check that the unit is player |
| 17 | - | } |
| 17 | + | return; |
| 18 | Player* player = who->ToPlayer(); // transform unit to player type | |
| 19 | - | }; |
| 19 | + | if(player->isDead()) // check if he is dead |
| 20 | player->ResurrectPlayer(100); // resurrect without sickness to 100% | |
| 21 | - | CreatureAI* GetAI(Creature* creature) const |
| 21 | + | |
| 22 | ||
| 23 | - | return new example_creatureAI(creature); |
| 23 | + | }; |
| 24 | ||
| 25 | CreatureAI* GetAI(Creature* creature) const | |
| 26 | {
| |
| 27 | return new Resurrect_creatureAI(creature); | |
| 28 | } | |
| 29 | }; |