Core/AI: No longer override chase movement with follow movement if the creature engages before JustAppeared has had a chance to fire.

This commit is contained in:
Treeston
2019-07-21 03:59:17 +02:00
parent e5615402cc
commit 49b04c0fdd
2 changed files with 16 additions and 10 deletions

View File

@@ -186,15 +186,18 @@ static bool ShouldFollowOnSpawn(SummonPropertiesEntry const* properties)
void CreatureAI::JustAppeared()
{
if (TempSummon* summon = me->ToTempSummon())
if (!IsEngaged())
{
// Only apply this to specific types of summons
if (!summon->GetVehicle() && ShouldFollowOnSpawn(summon->m_Properties))
if (TempSummon* summon = me->ToTempSummon())
{
if (Unit* owner = summon->GetCharmerOrOwner())
// Only apply this to specific types of summons
if (!summon->GetVehicle() && ShouldFollowOnSpawn(summon->m_Properties))
{
summon->GetMotionMaster()->Clear();
summon->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, summon->GetFollowAngle());
if (Unit* owner = summon->GetCharmerOrOwner())
{
summon->GetMotionMaster()->Clear();
summon->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, summon->GetFollowAngle());
}
}
}
}

View File

@@ -15,12 +15,13 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ThreatManager.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureGroups.h"
#include "MotionMaster.h"
#include "Player.h"
#include "ThreatManager.h"
#include "TemporarySummon.h"
#include "Unit.h"
#include "UnitAI.h"
#include "UnitDefines.h"
@@ -160,9 +161,11 @@ void ThreatReference::UnregisterAndFree()
if (cWho->IsPet() || cWho->IsTotem() || cWho->IsTrigger())
return false;
// summons cannot have a threat list, unless they are controlled by a creature
if (cWho->HasUnitTypeMask(UNIT_MASK_MINION | UNIT_MASK_GUARDIAN) && !cWho->GetOwnerGUID().IsCreature())
return false;
// summons cannot have a threat list if they were summoned by a player
if (cWho->HasUnitTypeMask(UNIT_MASK_MINION | UNIT_MASK_GUARDIAN))
if (TempSummon const* tWho = cWho->ToTempSummon())
if (tWho->GetSummonerGUID().IsPlayer())
return false;
return true;
}