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authormaximius <none@none>2009-09-27 15:52:17 -0700
committermaximius <none@none>2009-09-27 15:52:17 -0700
commit10231efc0f8c81b4b81a424be2cd8c8d91ff8116 (patch)
tree056309bf1d24c93133c17313894a5d7046dc4aca
parent01be5d1860785d9c188ce7d5750b4cc0ffbb4705 (diff)
*Revert 5675/43c0c883c44d back to 4821/9d0967884f0b way (seems to work properly now), thanks Gyullo
--HG-- branch : trunk
-rw-r--r--src/game/CreatureAI.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index a846d392d4c..a3a903c23a6 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -93,13 +93,12 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
creature->AddThreat(pPlayer, 0.0f);
}
- // TC2 commit 4821 / 9d0967884f0b, disabled (causes some NPCs to not regenerate HP):
- /* for(Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
+ for(Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
{
creature->SetInCombatWith(*itr);
(*itr)->SetInCombatWith(creature);
creature->AddThreat(*itr, 0.0f);
- } */
+ }
}
}
}