fix(scripts/Ulduar): Spinning UP during 4th phase (#4876)

This commit is contained in:
UltraNix
2021-03-17 14:39:53 +01:00
committed by GitHub
parent 1b16df5fc8
commit 252f56c097
@@ -688,8 +688,6 @@ public:
VX001->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01); VX001->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
VX001->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01); VX001->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
VX001->EnterVehicle(LMK2, 3); VX001->EnterVehicle(LMK2, 3);
LMK2->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
LMK2->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
events.ScheduleEvent(EVENT_JOIN_TOGETHER, 3000); events.ScheduleEvent(EVENT_JOIN_TOGETHER, 3000);
} }
break; break;
@@ -703,6 +701,7 @@ public:
return; return;
} }
ACU->SetDisableGravity(false);
ACU->EnterVehicle(VX001, 3); ACU->EnterVehicle(VX001, 3);
me->EnterVehicle(VX001, 1); me->EnterVehicle(VX001, 1);
me->MonsterYell(TEXT_VOLTRON_ACTIVATE, LANG_UNIVERSAL, 0); me->MonsterYell(TEXT_VOLTRON_ACTIVATE, LANG_UNIVERSAL, 0);
@@ -1339,7 +1338,7 @@ public:
events.ScheduleEvent(EVENT_REINSTALL_ROCKETS, 3000); events.ScheduleEvent(EVENT_REINSTALL_ROCKETS, 3000);
events.ScheduleEvent(EVENT_SPELL_ROCKET_STRIKE, 16000); events.ScheduleEvent(EVENT_SPELL_ROCKET_STRIKE, 16000);
events.ScheduleEvent(EVENT_HAND_PULSE, 1); events.ScheduleEvent(EVENT_HAND_PULSE, 1);
//events.ScheduleEvent(EVENT_SPELL_SPINNING_UP, 30000); events.ScheduleEvent(EVENT_SPELL_SPINNING_UP, 30000);
if (Creature* c = GetMimiron()) if (Creature* c = GetMimiron())
if (c->AI()->GetData(1)) if (c->AI()->GetData(1))
events.ScheduleEvent(EVENT_FROST_BOMB, 1000); events.ScheduleEvent(EVENT_FROST_BOMB, 1000);
@@ -1419,8 +1418,8 @@ public:
if (spinningUpTimer <= diff) if (spinningUpTimer <= diff)
{ {
float angle = (spinningUpOrientation * 2 * M_PI) / 100.0f; float angle = (spinningUpOrientation * 2 * M_PI) / 100.0f;
me->SetOrientation(angle);
me->SetFacingTo(angle); me->SetFacingTo(angle);
spinningUpTimer = 0; spinningUpTimer = 0;
} }
else else
@@ -1485,12 +1484,12 @@ public:
case EVENT_HAND_PULSE: case EVENT_HAND_PULSE:
if (Player* p = SelectTargetFromPlayerList(80.0f)) if (Player* p = SelectTargetFromPlayerList(80.0f))
{ {
me->SetOrientation(me->GetAngle(p)); me->SetFacingToObject(p);
me->SetFacingTo(me->GetAngle(p));
if (Unit* vb = me->GetVehicleBase()) if (Unit* vb = me->GetVehicleBase())
{ {
vb->SendMeleeAttackStop(); vb->SendMeleeAttackStop();
vb->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01); vb->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
if( !leftarm ) if( !leftarm )
{ {
vb->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOM_SPELL_03); vb->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOM_SPELL_03);
@@ -1512,9 +1511,16 @@ public:
if (Player* p = SelectTargetFromPlayerList(80.0f)) if (Player* p = SelectTargetFromPlayerList(80.0f))
{ {
float angle = me->GetAngle(p); float angle = me->GetAngle(p);
if (Unit* vehicle = me->GetVehicleBase())
{
vehicle->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
vehicle->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
angle -= vehicle->GetOrientation();
}
spinningUpOrientation = (uint32)((angle * 100.0f) / (2 * M_PI)); spinningUpOrientation = (uint32)((angle * 100.0f) / (2 * M_PI));
spinningUpTimer = 1500; spinningUpTimer = 1500;
me->SetOrientation(angle);
me->SetFacingTo(angle); me->SetFacingTo(angle);
me->CastSpell(p, SPELL_SPINNING_UP, true); me->CastSpell(p, SPELL_SPINNING_UP, true);
events.RescheduleEvent((Phase == 2 ? EVENT_SPELL_RAPID_BURST : EVENT_HAND_PULSE), 14500); events.RescheduleEvent((Phase == 2 ? EVENT_SPELL_RAPID_BURST : EVENT_HAND_PULSE), 14500);
@@ -1801,7 +1807,7 @@ public:
{ {
if (Unit* victim = SelectTarget(SELECT_TARGET_RANDOM, 0, 27.5f, true)) if (Unit* victim = SelectTarget(SELECT_TARGET_RANDOM, 0, 27.5f, true))
{ {
me->SetFacingTo(me->GetAngle(victim)); me->SetFacingToObject(victim);
me->CastSpell(victim, SPELL_PLASMA_BALL, false); me->CastSpell(victim, SPELL_PLASMA_BALL, false);
} }
} }
@@ -2217,8 +2223,8 @@ public:
float new_o = Position::NormalizeOrientation(lastOrientation - (M_PI / 60) * (diff / 250.0f)); float new_o = Position::NormalizeOrientation(lastOrientation - (M_PI / 60) * (diff / 250.0f));
lastMSTime = World::GetGameTimeMS(); lastMSTime = World::GetGameTimeMS();
lastOrientation = new_o; lastOrientation = new_o;
c->SetOrientation(new_o);
c->SetFacingTo(new_o); c->SetFacingTo(new_o);
c->CastSpell((Unit*)nullptr, 63297, true); c->CastSpell((Unit*)nullptr, 63297, true);
c->CastSpell((Unit*)nullptr, 64042, true); c->CastSpell((Unit*)nullptr, 64042, true);
} }