#include "RaidUlduarTriggers.h" #include "EventMap.h" #include "Object.h" #include "Playerbots.h" #include "RaidUlduarScripts.h" #include "ScriptedCreature.h" #include "SharedDefines.h" #include "Trigger.h" #include "Vehicle.h" const std::vector availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER, NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE, NPC_SALVAGED_SIEGE_ENGINE_TURRET}; bool FlameLeviathanOnVehicleTrigger::IsActive() { Unit* vehicleBase = bot->GetVehicleBase(); Vehicle* vehicle = bot->GetVehicle(); if (!vehicleBase || !vehicle) return false; uint32 entry = vehicleBase->GetEntry(); for (uint32 comp : availableVehicles) { if (entry == comp) return true; } return false; } bool FlameLeviathanVehicleNearTrigger::IsActive() { if (bot->GetVehicle()) return false; Player* master = botAI->GetMaster(); if (!master) return false; if (!master->GetVehicle()) return false; return true; }