Fix passive pets not using spells when commanded to attack

Closes #8941
This commit is contained in:
MrSmite
2013-01-14 21:42:23 -05:00
parent 602950cb77
commit 98f502f32f

View File

@@ -432,29 +432,23 @@ void PetAI::HandleReturnMovement()
if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
{
// Return to previous position where stay was clicked
if (!me->GetCharmInfo()->IsCommandAttack())
{
float x, y, z;
float x, y, z;
me->GetCharmInfo()->GetStayPosition(x, y, z);
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MovePoint(me->GetGUIDLow(), x, y, z);
}
me->GetCharmInfo()->GetStayPosition(x, y, z);
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MovePoint(me->GetGUIDLow(), x, y, z);
}
}
else // COMMAND_FOLLOW
{
if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
{
if (!me->GetCharmInfo()->IsCommandAttack())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
}
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
}
@@ -473,12 +467,13 @@ void PetAI::DoAttack(Unit* target, bool chase)
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
me->SendPetAIReaction(me->GetGUID());
if (chase)
{
ClearCharmInfoFlags();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveChase(target);
bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveChase(target);
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{