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authorBrian <runningnak3d@gmail.com>2010-04-01 12:56:26 -0600
committerBrian <runningnak3d@gmail.com>2010-04-01 12:56:26 -0600
commit0b38c48ec9cbed0702d9fa3c3708b6b85db36382 (patch)
tree2e1a7f7118576bee962811f4d22c34d08b9734ef /src/game/FleeingMovementGenerator.cpp
parented40fed97133ac9aeaf6e8188a3b7f9be18a521b (diff)
* To make the game easier, we have decided to remove all movement from NPCs
* If we get the positive response we are expecting, we will remove spells * next. * Just imagine, finally being able to get that T10 gear you wanted! * Thanks to Nayre for the idea * Thanks to Machiavelli and Trazom for help implementing --HG-- branch : trunk
Diffstat (limited to 'src/game/FleeingMovementGenerator.cpp')
-rw-r--r--src/game/FleeingMovementGenerator.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/game/FleeingMovementGenerator.cpp b/src/game/FleeingMovementGenerator.cpp
index 12231b6dc79..bb18fdb60aa 100644
--- a/src/game/FleeingMovementGenerator.cpp
+++ b/src/game/FleeingMovementGenerator.cpp
@@ -441,3 +441,4 @@ bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32 & time_dif
// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
return MovementGeneratorMedium< Creature, FleeingMovementGenerator<Creature> >::Update(owner, time_diff);
}
+