*Small fix in dirty larry

--HG--
branch : trunk
This commit is contained in:
Blaymoira
2009-02-14 18:56:39 +01:00
parent 738a96f9e2
commit 3e0c846d2b
2 changed files with 7 additions and 1 deletions

View File

@@ -299,5 +299,4 @@ void npc_escortAI::Start(bool bAttack, bool bDefend, bool bRun, uint64 pGUID)
//Disable questgiver flag
m_creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER);
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE + UNIT_FLAG_NOT_ATTACKABLE_2);
}

View File

@@ -452,18 +452,21 @@ struct TRINITY_DLL_DECL npc_dirty_larryAI : public ScriptedAI
SayTimer = 0;
Step = 0;
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
m_creature->setFaction(1194);
Unit* Creepjack = FindCreature(NPC_CREEPJACK, 20, m_creature);
if(Creepjack)
{
((Creature*)Creepjack)->AI()->EnterEvadeMode();
Creepjack->setFaction(1194);
Creepjack->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
}
Unit* Malone = FindCreature(NPC_MALONE, 20, m_creature);
if(Malone)
{
((Creature*)Malone)->AI()->EnterEvadeMode();
Malone->setFaction(1194);
Malone->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
}
}
@@ -514,6 +517,7 @@ struct TRINITY_DLL_DECL npc_dirty_larryAI : public ScriptedAI
Creepjack->Attack(player, true);
Creepjack->setFaction(14);
Creepjack->GetMotionMaster()->MoveChase(player);
Creepjack->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
}
Unit* Malone = FindCreature(NPC_MALONE, 20, m_creature);
if(Malone)
@@ -521,6 +525,7 @@ struct TRINITY_DLL_DECL npc_dirty_larryAI : public ScriptedAI
Malone->Attack(player, true);
Malone->setFaction(14);
Malone->GetMotionMaster()->MoveChase(player);
Malone->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
}
DoStartMovement(player);
AttackStart(player);
@@ -535,12 +540,14 @@ struct TRINITY_DLL_DECL npc_dirty_larryAI : public ScriptedAI
{
((Creature*)Creepjack)->AI()->EnterEvadeMode();
Creepjack->setFaction(1194);
Creepjack->GetMotionMaster()->MoveTargetedHome();
}
Unit* Malone = FindCreature(NPC_MALONE, 20, m_creature);
if(Malone)
{
((Creature*)Malone)->AI()->EnterEvadeMode();
Malone->setFaction(1194);
Malone->GetMotionMaster()->MoveTargetedHome();
}
m_creature->setFaction(1194);
Done = true;