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authorBiglad <none@none>2009-10-09 10:55:50 +0100
committerBiglad <none@none>2009-10-09 10:55:50 +0100
commita6329701e2d19858dfb45986a463b11f48eefd60 (patch)
tree67d6fff728938d48755db023270f6e5c86cb7558
parent89b384618d087466642bfcb377840a728468024a (diff)
* Fix exploit with non-combat pets, realy make them not fight, requires DB support set to type=12
--HG-- branch : trunk
-rw-r--r--src/game/CreatureAI.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index afa34c1d3e0..27fe428efd1 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -108,6 +108,9 @@ void CreatureAI::MoveInLineOfSight(Unit *who)
{
if(me->getVictim())
return;
+
+ if (me->GetTypeId() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;)
+ return;
if(me->canStartAttack(who, false))
AttackStart(who);