Core/Movement: Allow using walk when chasing v2 (#23073)

* Allow walk when chasing
This commit is contained in:
Sorikoff
2019-03-02 14:04:01 +00:00
committed by Giacomo Pozzoni
parent 91c0bc966a
commit dbadb6369c
10 changed files with 78 additions and 40 deletions

View File

@@ -671,7 +671,7 @@ struct npc_dark_rider_of_acherus : public ScriptedAI
case EVENT_START_MOVING:
me->SetTarget(_horseGUID);
if (Creature* horse = ObjectAccessor::GetCreature(*me, _horseGUID))
me->GetMotionMaster()->MoveChase(horse, {}, {}, true);
me->GetMotionMaster()->MoveChase(horse);
_events.ScheduleEvent(EVENT_DESPAWN_HORSE, 5s);
break;
case EVENT_DESPAWN_HORSE:

View File

@@ -908,15 +908,6 @@ class boss_thaladred_the_darkener : public CreatureScript
advisorbase_ai::Reset();
}
void AttackStart(Unit* who) override
{
if (!who || _inFakeDeath || me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE))
return;
if (me->Attack(who, true))
me->GetMotionMaster()->MoveChase(who, {}, {}, true);
}
void JustEngagedWith(Unit* who) override
{
Talk(SAY_THALADRED_AGGRO);