Scripts: Change SCRIPT_COMMAND_MOVE_TO flag usage

@miraco recheck pls if u used this somewhere alrdy to change it from dataint2 0x1 to datalong2 0x2
This commit is contained in:
killerwife 2026-08-09 15:02:33 +02:00
parent 5a6bd7c1f1
commit b50bd7f5b0
2 changed files with 2 additions and 3 deletions

View file

@ -182,13 +182,12 @@ Defining a buddy could be done in several way:
3 SCRIPT_COMMAND_MOVE_TO resultingSource = Creature
If position is very near to current position, or x=y=z=0, then only orientation is changed
* datalong = dbscripts_on_relay id - executed for source and target same as this script
* datalong2
* datalong2 = 0x2 make it main movegen and persist through combat evade
* datalong3 = enum ForcedMovement
* data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: teleport unit to position
* x/y/z/o
* dataint = 1 to init move to respawn position, 2 to init creature group member each in their respawn position.
no other data is needed. So ex: command 3 ... dataint=1 and creature should head to its respawn pos
* dataint2 = 0x1 to make it main movegen and persist through combat evade
4 SCRIPT_COMMAND_FLAG_SET source = any
* datalong = field_id

View file

@ -1875,7 +1875,7 @@ bool ScriptAction::ExecuteDbscriptCommand(WorldObject* pSource, WorldObject* pTa
}
// Normal Movement
if ((m_script->textId[1] & 0x1) != 0) // make it main movegen
if ((m_script->moveTo.flags & 0x2) != 0) // make it main movegen
unit->GetMotionMaster()->Clear(false, true);
else
unit->GetMotionMaster()->Clear();