diff options
author | maximius <none@none> | 2009-09-17 01:26:54 -0700 |
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committer | maximius <none@none> | 2009-09-17 01:26:54 -0700 |
commit | 5b8ee23e4751f72fd9ccb42e51332f6cdf8754e7 (patch) | |
tree | 44a9ae6c1105fd09c4ff41fe338b43efbf4963c1 /src/game/Unit.cpp | |
parent | 3e7c851aaeebdd43211700f2902e4455586b677c (diff) | |
parent | 1be0e825ce36c72209242e6b14dc86e3a7e972a7 (diff) |
*Better fix to the waypoint mobs returning to spawn issue, thanks XTElite1
--HG--
branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index c6fd2e5c270..d37aa91373a 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -10528,9 +10528,9 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy) if(GetTypeId() != TYPEID_PLAYER) { // Set home position at place of engaging combat for escorted creatures - //if(((Creature*)this)->IsAIEnabled) - //if (((Creature *)this)->AI()->IsEscorted()) - ((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); + if((((Creature*)this)->IsAIEnabled && ((Creature*)this)->AI()->IsEscorted()) || ((Creature*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE) + ((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); + if(enemy) { if(((Creature*)this)->IsAIEnabled) |