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guards.cpp
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176 lines (146 loc) · 4.42 KB
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/* This file is part of the ScriptDev2 Project. See AUTHORS file for Copyright information
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* ScriptData
SDName: Guards
SD%Complete: 100
SDComment: CombatAI should be organized better for future.
SDCategory: Guards
EndScriptData */
/* ContentData
guard_bluffwatcher
guard_contested
guard_darnassus
guard_dunmorogh
guard_durotar
guard_elwynnforest
guard_ironforge
guard_mulgore
guard_orgrimmar
guard_stormwind
guard_teldrassil
guard_tirisfal
guard_undercity
EndContentData */
#include "precompiled.h"
#include "guard_ai.h"
CreatureAI* GetAI_guard_bluffwatcher(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_contested(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_darnassus(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_dunmorogh(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_durotar(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_elwynnforest(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_ironforge(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_mulgore(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_orgrimmar(Creature* pCreature)
{
return new guardAI_orgrimmar(pCreature);
}
CreatureAI* GetAI_guard_stormwind(Creature* pCreature)
{
return new guardAI_stormwind(pCreature);
}
CreatureAI* GetAI_guard_teldrassil(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_tirisfal(Creature* pCreature)
{
return new guardAI(pCreature);
}
CreatureAI* GetAI_guard_undercity(Creature* pCreature)
{
return new guardAI(pCreature);
}
void AddSC_guards()
{
Script* pNewScript;
pNewScript = new Script;
pNewScript->Name = "guard_bluffwatcher";
pNewScript->GetAI = &GetAI_guard_bluffwatcher;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_contested";
pNewScript->GetAI = &GetAI_guard_contested;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_darnassus";
pNewScript->GetAI = &GetAI_guard_darnassus;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_dunmorogh";
pNewScript->GetAI = &GetAI_guard_dunmorogh;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_durotar";
pNewScript->GetAI = &GetAI_guard_durotar;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_elwynnforest";
pNewScript->GetAI = &GetAI_guard_elwynnforest;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_ironforge";
pNewScript->GetAI = &GetAI_guard_ironforge;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_mulgore";
pNewScript->GetAI = &GetAI_guard_mulgore;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_orgrimmar";
pNewScript->GetAI = &GetAI_guard_orgrimmar;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_stormwind";
pNewScript->GetAI = &GetAI_guard_stormwind;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_teldrassil";
pNewScript->GetAI = &GetAI_guard_teldrassil;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_tirisfal";
pNewScript->GetAI = &GetAI_guard_tirisfal;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "guard_undercity";
pNewScript->GetAI = &GetAI_guard_undercity;
pNewScript->RegisterSelf();
}