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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/CreatureAISelector.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/CreatureAISelector.cpp')
-rw-r--r--src/game/CreatureAISelector.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/CreatureAISelector.cpp b/src/game/CreatureAISelector.cpp
index 65e50a2e41b..d507a82dabb 100644
--- a/src/game/CreatureAISelector.cpp
+++ b/src/game/CreatureAISelector.cpp
@@ -54,13 +54,13 @@ namespace FactorySelector
// select by NPC flags
if(!ai_factory)
{
- if(creature->isGuardian() && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
+ if(creature->HasSummonMask(SUMMON_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if(creature->isVehicle() || creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
else if(creature->isGuard())
ai_factory = ai_registry.GetRegistryItem("GuardAI");
- else if(creature->isGuardian())
+ else if(creature->HasSummonMask(SUMMON_MASK_CONTROLABLE_GUARDIAN))
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if(creature->isTotem())
ai_factory = ai_registry.GetRegistryItem("TotemAI");