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Scripts/FL: keep Majordomo Staghelm active for the time being to prevent grid unloading to accidentally despawning him.
* we need a better solution for that. For example by re-introducing spawn point manipulation on a per-map base so we can update his respawn point properl
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@@ -115,7 +115,12 @@ Position const MajordomoStaghelmMovePosition = { 523.4965f, -61.987846f, 83.9470
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struct boss_majordomo_staghelm : public BossAI
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{
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boss_majordomo_staghelm(Creature* creature) : BossAI(creature, DATA_MAJORDOMO_STAGHELM),
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_firstTransformation(true), _splitPlayersTicks(0), _clusteredPlayersTicks(0), _currentForm(Forms::Druid), _appliedSeeds(0), _formSwitchCount(0), _killedDruidsOfTheFlameCount(0) { }
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_firstTransformation(true), _splitPlayersTicks(0), _clusteredPlayersTicks(0), _currentForm(Forms::Druid), _appliedSeeds(0), _formSwitchCount(0), _killedDruidsOfTheFlameCount(0)
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{
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// Grid unloading causes Majordomo to despawn when being out of cell range for too long
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// Since his respawn position differs from his initial position and we don't have a way to manipulate spawn points anymore, there is no other way (yet).
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me->setActive(true);
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}
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void InitializeAI() override
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{
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