#include "Battlefield.h"
◆ BfGraveyard()
632 :
636{
637}
@ TEAM_NEUTRAL
Definition SharedDefines.h:750
uint32 GraveyardId
Definition Battlefield.h:201
Battlefield * Bf
Definition Battlefield.h:204
TeamId ControlTeam
Definition Battlefield.h:200
◆ ~BfGraveyard()
| virtual BfGraveyard::~BfGraveyard |
( |
| ) |
|
|
virtualdefault |
◆ AddPlayer()
| void BfGraveyard::AddPlayer |
( |
ObjectGuid |
playerGuid | ) |
|
◆ GetControlTeamId()
| TeamId BfGraveyard::GetControlTeamId |
( |
| ) |
const |
|
inline |
◆ GetDistance()
| float BfGraveyard::GetDistance |
( |
Player * |
player | ) |
|
◆ GetGraveyardId()
| uint32 BfGraveyard::GetGraveyardId |
( |
| ) |
const |
|
inline |
◆ GiveControlTo()
| void BfGraveyard::GiveControlTo |
( |
TeamId |
team | ) |
|
◆ HasNpc()
186 {
188 return false;
189
191 }
ObjectGuid SpiritGuide[2]
Definition Battlefield.h:202
References SpiritGuide.
◆ HasPlayer()
| bool BfGraveyard::HasPlayer |
( |
ObjectGuid |
guid | ) |
const |
|
inline |
◆ Initialize()
| void BfGraveyard::Initialize |
( |
TeamId |
startControl, |
|
|
uint32 |
graveyardId |
|
) |
| |
◆ RelocateDeadPlayers()
| void BfGraveyard::RelocateDeadPlayers |
( |
| ) |
|
720{
723 {
725 if (!player)
726 continue;
727
728 if (closestGrave)
730 else
731 {
733 if (closestGrave)
735 }
736 }
737}
GraveyardStruct const * GetClosestGraveyard(Player *player)
Definition Battlefield.cpp:564
Definition ObjectGuid.h:118
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options=0, Unit *target=nullptr, bool newInstance=false)
Definition Player.cpp:1352
uint32 GetMapId() const
Definition Position.h:281
float z
Definition GameGraveyard.h:32
float GetOrientation() const
Definition Position.h:124
References Bf, ObjectAccessor::FindPlayer(), Battlefield::GetClosestGraveyard(), WorldLocation::GetMapId(), Position::GetOrientation(), ResurrectQueue, Player::TeleportTo(), GraveyardStruct::x, GraveyardStruct::y, and GraveyardStruct::z.
Referenced by GiveControlTo().
◆ RemovePlayer()
| void BfGraveyard::RemovePlayer |
( |
ObjectGuid |
playerGuid | ) |
|
◆ Resurrect()
| void BfGraveyard::Resurrect |
( |
| ) |
|
683{
685 return;
686
688 {
689
691 if (!player)
692 continue;
693
694
698
699
704
706 }
707
709}
@ SPELL_SPIRIT_HEAL
Definition Battleground.h:130
@ SPELL_SPIRIT_HEAL_MANA
Definition Battleground.h:134
@ SPELL_RESURRECTION_VISUAL
Definition Battleground.h:131
bool IsInWorld() const
Definition Object.h:109
void SpawnCorpseBones(bool triggerSave=true)
Definition Player.cpp:4592
void ResurrectPlayer(float restore_percent, bool applySickness=false)
Definition Player.cpp:4374
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1350
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:210
References Unit::CastSpell(), ControlTeam, ObjectAccessor::FindPlayer(), ObjectAccessor::GetCreature(), Object::IsInWorld(), Player::ResurrectPlayer(), ResurrectQueue, Player::SpawnCorpseBones(), SPELL_RESURRECTION_VISUAL, SPELL_SPIRIT_HEAL, SPELL_SPIRIT_HEAL_MANA, and SpiritGuide.
◆ SetSpirit()
646{
647 if (!spirit)
648 {
649 LOG_ERROR(
"bg.battlefield",
"BfGraveyard::SetSpirit: Invalid Spirit.");
650 return;
651 }
652
655}
#define LOG_ERROR(filterType__,...)
Definition Log.h:158
@ REACT_PASSIVE
Definition Unit.h:566
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
References Object::GetGUID(), LOG_ERROR, REACT_PASSIVE, Creature::SetReactState(), and SpiritGuide.
◆ Bf
◆ ControlTeam
| TeamId BfGraveyard::ControlTeam |
|
protected |
◆ GraveyardId
| uint32 BfGraveyard::GraveyardId |
|
protected |
◆ ResurrectQueue
◆ SpiritGuide
The documentation for this class was generated from the following files: