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authorgvcoman <none@none>2008-11-20 20:27:04 -0500
committergvcoman <none@none>2008-11-20 20:27:04 -0500
commit4495efa1aeaf58650dfcee95f709969cc33ce6c8 (patch)
tree844f5f69e73f6bcfd4b3bd306ca83bd38683e91e /src/game/PossessedAI.cpp
parentdf6a8e5f8e11e914843db0dc9c41f3a415587cfd (diff)
* Don't allow pets to attack in melee if owner is pacified. This applies for possessed "pets" as well.
* Use proper spell ID in unsummoning possessed units on channeling interrupt. * Allow only once to init pet bar for CharmInfo * Export CharmInfo to be available to scripts * Allow to disable the melee attack command when initializing the pet action bar --HG-- branch : trunk
Diffstat (limited to 'src/game/PossessedAI.cpp')
-rw-r--r--src/game/PossessedAI.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/PossessedAI.cpp b/src/game/PossessedAI.cpp
index 6b803303185..8abbb7f2603 100644
--- a/src/game/PossessedAI.cpp
+++ b/src/game/PossessedAI.cpp
@@ -24,7 +24,7 @@
void PossessedAI::AttackStart(Unit *u)
{
- if( !u )
+ if( !u || i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
return;
if (i_pet.getVictim() && u != i_pet.getVictim())
@@ -95,7 +95,7 @@ void PossessedAI::UpdateAI(const uint32 diff)
_stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
return;
}
- else if(i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady())
+ else if(i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady() && !i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
{
i_pet.AttackerStateUpdate(i_pet.getVictim());