Core/AI: Remove EnterEvadeMode calls from Guardian/Summon spell handlers. Add follow logic to CreatureAI::JustAppeared. Closes #23270.

(cherry picked from commit 8499434340)
This commit is contained in:
Treeston
2019-06-23 17:18:42 +02:00
committed by Shauren
parent f9b8fe686d
commit 9f7d3ebd6a
3 changed files with 13 additions and 5 deletions

View File

@@ -158,6 +158,18 @@ void CreatureAI::TriggerAlert(Unit const* who) const
me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS, me->GetAbsoluteAngle(who));
}
void CreatureAI::JustAppeared()
{
if (!me->GetVehicle())
{
if (Unit* owner = me->GetCharmerOrOwner())
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
}
void CreatureAI::EnterEvadeMode(EvadeReason why)
{
if (!_EnterEvadeMode(why))

View File

@@ -136,7 +136,7 @@ class TC_GAME_API CreatureAI : public UnitAI
virtual bool IsEscorted() const { return false; }
// Called when creature appears in the world (spawn, respawn, grid load etc...)
virtual void JustAppeared() { }
virtual void JustAppeared();
// Called at waypoint reached or point movement finished
virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) { }

View File

@@ -2047,8 +2047,6 @@ void Spell::EffectSummonType()
summon->SetNpcFlags(NPCFlags(summon->GetCreatureTemplate()->npcflag & 0xFFFFFFFF));
summon->SetNpcFlags2(NPCFlags2(summon->GetCreatureTemplate()->npcflag >> 32));
summon->SetImmuneToAll(true);
summon->AI()->EnterEvadeMode();
break;
}
default:
@@ -4940,8 +4938,6 @@ void Spell::SummonGuardian(SpellEffectInfo const* effect, uint32 entry, SummonPr
summon->SetDisplayId(1126); // modelid1
}
summon->AI()->EnterEvadeMode();
ExecuteLogEffectSummonObject(SpellEffectName(effect->Effect), summon);
}
}