Scripts/LCT: initialize Augh's passive state in constructor to prevent him being engageable when he is not suposed to do so

This commit is contained in:
Ovahlord
2019-01-08 13:07:19 +01:00
parent 2b82f127c4
commit a5195ee67f

View File

@@ -264,7 +264,15 @@ class boss_augh : public CreatureScript
struct boss_aughAI : public BossAI
{
boss_aughAI(Creature* creature) : BossAI(creature, DATA_AUGH) { }
boss_aughAI(Creature* creature) : BossAI(creature, DATA_AUGH)
{
Initialize();
}
void Initialize()
{
me->SetReactState(REACT_PASSIVE);
}
void JustEngagedWith(Unit* /*victim*/) override
{
@@ -290,7 +298,6 @@ class boss_augh : public CreatureScript
switch (action)
{
case ACTION_AUGH_INTRO:
me->SetReactState(REACT_PASSIVE);
Talk(SAY_ANNOUNCE_AUGH_APPEAR);
events.SetPhase(PHASE_INTRO);
events.ScheduleEvent(EVENT_MOVE_HOME_POS, Seconds(1));