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authormaximius <none@none>2009-09-22 16:14:37 -0700
committermaximius <none@none>2009-09-22 16:14:37 -0700
commitb3f3a82e5fbd685567c2849d2787b4874e6204ae (patch)
tree406d44261044d9c0f18940a52506c51f98bb750a /src/game/PetAI.cpp
parent80efe383fb1d90151188679bc314991a6a428d7d (diff)
*Fix Unit::m_regenTimer so creatures regen health properly, by MrSmite
*Partial Utgarde Pinnacle instance & boss scripts, rewritten by Tartalo, original by ckegg *Fix a bug where pets would engage new attackers while approaching the target their owner sent them to attack, by MrSmite --HG-- branch : trunk
Diffstat (limited to 'src/game/PetAI.cpp')
-rw-r--r--src/game/PetAI.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/game/PetAI.cpp b/src/game/PetAI.cpp
index 783f74c38b8..25125c2a0dc 100644
--- a/src/game/PetAI.cpp
+++ b/src/game/PetAI.cpp
@@ -447,6 +447,10 @@ bool PetAI::_CanAttack(Unit *target)
if (me->HasReactState(REACT_PASSIVE))
return me->GetCharmInfo()->IsCommandAttack();
+ // Pets commanded to attack should not stop their approach if attacked by another creature
+ if (me->getVictim() && (me->getVictim() != target))
+ return !me->GetCharmInfo()->IsCommandAttack();
+
// From this point on, pet will always be either aggressive or defensive
// Stay - can attack if target is within range or commanded to