diff options
author | QAston <none@none> | 2009-07-22 17:10:30 +0200 |
---|---|---|
committer | QAston <none@none> | 2009-07-22 17:10:30 +0200 |
commit | 2ff21d4cefc6c871790676de9461f5bd105bde66 (patch) | |
tree | 792e50dfdd0f3dc39624e73cda72633db491ceb0 /src/game/CreatureAI.cpp | |
parent | a00473d79510f80ae1fd6b4ed882d0e696c22659 (diff) |
*Implement Aura Type 247 (SPELL_AURA_CLONE_CASTER) and 279 (SPELL_AURA_INITIALIZE_IMAGES)
*Handle CMSG_GET_MIRRORIMAGE_DATA opcode.
*Save Minions follow angle to allow themmoving in a formation
*Improvements in SpellAI: correctly evade and select attack target for creatures without threat list
*Use SpellAI instead of PetAI for not controllable guardians
*Only guardians with SUMMON_TYPE_PET are controllable now
*Add script and template data for Mirror Image.
*Thanks to Drahy for help.
--HG--
branch : trunk
Diffstat (limited to 'src/game/CreatureAI.cpp')
-rw-r--r-- | src/game/CreatureAI.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp index 654c6450b02..6c6df7ac09e 100644 --- a/src/game/CreatureAI.cpp +++ b/src/game/CreatureAI.cpp @@ -148,7 +148,6 @@ bool CreatureAI::UpdateVictim() { if(!me->isInCombat()) return false; - if(Unit *victim = me->SelectVictim()) AttackStart(victim); return me->getVictim(); @@ -195,7 +194,10 @@ void CreatureAI::EnterEvadeMode() return; if(Unit *owner = me->GetCharmerOrOwner()) - me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, MOTION_SLOT_ACTIVE); + { + me->GetMotionMaster()->Clear(false); + me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, m_creature->GetFollowAngle(), MOTION_SLOT_ACTIVE); + } else me->GetMotionMaster()->MoveTargetedHome(); |