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authormegamage <none@none>2009-01-30 01:14:48 -0600
committermegamage <none@none>2009-01-30 01:14:48 -0600
commit03234a0657eca4836b1015556973629893c76958 (patch)
tree25d3d03ccb8361dbf5a9f6cba59b729d1c5ad22c /src/game/GuardAI.cpp
parent8fe4fc3e4730ecbe203da9aecd5b2c497a774eb8 (diff)
*Fix some bugged AI which cause creatures enter evade mode repeatedly.
*Let player enter combat when attacked but not hit by creatures. --HG-- branch : trunk
Diffstat (limited to 'src/game/GuardAI.cpp')
-rw-r--r--src/game/GuardAI.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp
index e5a7ce87092..273fa32272b 100644
--- a/src/game/GuardAI.cpp
+++ b/src/game/GuardAI.cpp
@@ -139,9 +139,6 @@ void GuardAI::AttackStart(Unit *u)
// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
if(i_creature.Attack(u,true))
{
- i_creature.SetInCombatWith(u);
- u->SetInCombatWith(&i_creature);
-
i_creature.AddThreat(u, 0.0f);
i_victimGuid = u->GetGUID();
i_creature.GetMotionMaster()->MoveChase(u);