Scripts/AzjolNerub: Clean up Hadronox to hopefully avoid any further evade issues. Tag #20310.

(cherry picked from commit fe3b4de1cd)
This commit is contained in:
Treeston
2018-02-13 15:47:04 +01:00
committed by Shauren
parent 6a0a4a62db
commit 3b635a8a12

View File

@@ -175,10 +175,10 @@ public:
return;
_step = step;
me->SetReactState(REACT_PASSIVE);
me->SetHomePosition(hadronoxStep[step]);
me->GetMotionMaster()->Clear();
me->AttackStop();
SetCombatMovement(false);
me->GetMotionMaster()->MovePoint(0, hadronoxStep[step]);
}
@@ -197,8 +197,7 @@ public:
{
if (type != POINT_MOTION_TYPE)
return;
SetCombatMovement(true);
AttackStart(me->GetVictim());
me->SetReactState(REACT_AGGRESSIVE);
if (_step < NUM_STEPS-1)
return;
DoCastAOE(SPELL_WEB_FRONT_DOORS);
@@ -278,6 +277,7 @@ public:
void InitializeAI() override
{
BossAI::InitializeAI();
me->SetReactState(REACT_AGGRESSIVE);
me->SetBoundingRadius(9.0f);
me->SetCombatReach(9.0f);
_enteredCombat = false;
@@ -295,6 +295,9 @@ public:
void UpdateAI(uint32 diff) override
{
if (!_lastPlayerCombatState && me->IsEngaged())
me->GetThreatManager().UpdateOnlineStates(false, true);
if (!UpdateVictim())
return;