Core/AI: Fix reset and interruption of non melee spells

This commit is contained in:
Killyana
2020-03-22 16:11:19 +01:00
parent b166d12cbe
commit cc0c56ceae
2 changed files with 7 additions and 2 deletions

View File

@@ -205,6 +205,11 @@ void CreatureAI::JustAppeared()
}
}
void CreatureAI::JustReachedHome()
{
Reset();
}
void CreatureAI::JustEnteredCombat(Unit* who)
{
if (!IsEngaged() && !me->CanHaveThreatList())
@@ -234,7 +239,6 @@ void CreatureAI::EnterEvadeMode(EvadeReason why)
}
}
Reset();
}
bool CreatureAI::UpdateVictim()
@@ -276,6 +280,7 @@ void CreatureAI::EngagementStart(Unit* who)
}
_isEngaged = true;
me->InterruptNonMeleeSpells(false);
me->AtEngage(who);
}

View File

@@ -157,7 +157,7 @@ class TC_GAME_API CreatureAI : public UnitAI
void OnCharmed(bool isNew) override;
// Called at reaching home after evade
virtual void JustReachedHome() { }
virtual void JustReachedHome();
void DoZoneInCombat(Creature* creature = nullptr);