Add better descriptions of condition types.

This commit is contained in:
ratkosrb
2019-12-08 17:00:03 +02:00
parent 48658da60c
commit 57b3a46c2c
4 changed files with 240 additions and 106 deletions
-42
View File
@@ -70,48 +70,6 @@ void DisableScriptAction(ScriptInfo& script)
script.condition = 0;
}
enum UpdateFields5875
{
FIELD_GAMEOBJECT_FLAGS = 9,
FIELD_GAMEOBJECT_DYN_FLAGS = 19,
FIELD_ITEM_FIELD_FLAGS = 21,
FIELD_CORPSE_FIELD_FLAGS = 35,
FIELD_CORPSE_FIELD_DYNAMIC_FLAGS = 36,
FIELD_UNIT_FIELD_FLAGS = 46,
FIELD_UNIT_DYNAMIC_FLAGS = 143,
FIELD_UNIT_NPC_FLAGS = 147,
FIELD_PLAYER_FLAGS = 190,
};
// We use exact index of update fields in some script commands,
// but they change based on supported build, so fix them here.
uint32 GetIndexOfUpdateFieldForCurrentBuild(uint32 db_index)
{
switch (db_index)
{
case FIELD_GAMEOBJECT_FLAGS:
return GAMEOBJECT_FLAGS;
case FIELD_GAMEOBJECT_DYN_FLAGS:
return GAMEOBJECT_DYN_FLAGS;
case FIELD_ITEM_FIELD_FLAGS:
return ITEM_FIELD_FLAGS;
case FIELD_CORPSE_FIELD_FLAGS:
return CORPSE_FIELD_FLAGS;
case FIELD_CORPSE_FIELD_DYNAMIC_FLAGS:
return CORPSE_FIELD_DYNAMIC_FLAGS;
case FIELD_UNIT_FIELD_FLAGS:
return UNIT_FIELD_FLAGS;
case FIELD_UNIT_DYNAMIC_FLAGS:
return UNIT_DYNAMIC_FLAGS;
case FIELD_UNIT_NPC_FLAGS:
return UNIT_NPC_FLAGS;
case FIELD_PLAYER_FLAGS:
return PLAYER_FLAGS;
}
return db_index;
}
void ScriptMgr::LoadScripts(ScriptMapMap& scripts, const char* tablename)
{
if (IsScriptScheduled()) // function don't must be called in time scripts use.