diff options
author | megamage <none@none> | 2009-01-30 01:14:48 -0600 |
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committer | megamage <none@none> | 2009-01-30 01:14:48 -0600 |
commit | 03234a0657eca4836b1015556973629893c76958 (patch) | |
tree | 25d3d03ccb8361dbf5a9f6cba59b729d1c5ad22c /src/game/GuardAI.cpp | |
parent | 8fe4fc3e4730ecbe203da9aecd5b2c497a774eb8 (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.cpp | 3 |
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); |