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authorQAston <none@none>2009-07-22 17:10:30 +0200
committerQAston <none@none>2009-07-22 17:10:30 +0200
commit2ff21d4cefc6c871790676de9461f5bd105bde66 (patch)
tree792e50dfdd0f3dc39624e73cda72633db491ceb0 /src/game/CreatureAI.cpp
parenta00473d79510f80ae1fd6b4ed882d0e696c22659 (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.cpp6
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();