Core/Creature: Call SetSpawnHealth after JustReachedHome in HomeMovementGenerator

Fixes issues with quests that rely on this behaviour (eg Free your Mind)

Also updated SetSpawnHealth so it doesn't do anything in case spawn is manual (SetHealth(GetHealth()) does modify things depending on deathstate)

(cherry picked from commit b8a1a18a5a)
This commit is contained in:
ariel-
2016-10-11 01:43:14 -03:00
committed by joschiwald
parent f65897f3be
commit 63b2551870
2 changed files with 10 additions and 12 deletions

View File

@@ -1485,23 +1485,21 @@ void Creature::LoadEquipment(int8 id, bool force /*= true*/)
void Creature::SetSpawnHealth()
{
if (!m_creatureData)
return;
uint32 curhealth;
if (!m_regenHealth)
{
if (m_creatureData)
curhealth = m_creatureData->curhealth;
if (curhealth)
{
curhealth = m_creatureData->curhealth;
if (curhealth)
{
curhealth = uint32(curhealth*_GetHealthMod(GetCreatureTemplate()->rank));
if (curhealth < 1)
curhealth = 1;
}
SetPower(POWER_MANA, m_creatureData->curmana);
curhealth = uint32(curhealth*_GetHealthMod(GetCreatureTemplate()->rank));
if (curhealth < 1)
curhealth = 1;
}
else
curhealth = GetHealth();
SetPower(POWER_MANA, m_creatureData->curmana);
}
else
{

View File

@@ -34,8 +34,8 @@ void HomeMovementGenerator<Creature>::DoFinalize(Creature* owner)
owner->ClearUnitState(UNIT_STATE_EVADE);
owner->SetWalk(true);
owner->LoadCreaturesAddon();
owner->SetSpawnHealth();
owner->AI()->JustReachedHome();
owner->SetSpawnHealth();
}
}