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
This commit is contained in:
Ovahlord
2022-03-29 22:02:49 +02:00
parent 4d3ffb2947
commit c71d626b42

View File

@@ -115,7 +115,12 @@ Position const MajordomoStaghelmMovePosition = { 523.4965f, -61.987846f, 83.9470
struct boss_majordomo_staghelm : public BossAI
{
boss_majordomo_staghelm(Creature* creature) : BossAI(creature, DATA_MAJORDOMO_STAGHELM),
_firstTransformation(true), _splitPlayersTicks(0), _clusteredPlayersTicks(0), _currentForm(Forms::Druid), _appliedSeeds(0), _formSwitchCount(0), _killedDruidsOfTheFlameCount(0) { }
_firstTransformation(true), _splitPlayersTicks(0), _clusteredPlayersTicks(0), _currentForm(Forms::Druid), _appliedSeeds(0), _formSwitchCount(0), _killedDruidsOfTheFlameCount(0)
{
// Grid unloading causes Majordomo to despawn when being out of cell range for too long
// 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).
me->setActive(true);
}
void InitializeAI() override
{