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authorccrs <ccrs@users.noreply.github.com>2019-05-16 00:21:09 +0200
committerccrs <ccrs@users.noreply.github.com>2019-05-16 00:21:09 +0200
commit79b90f9d3afb3815e265fc59a1e98c92ec788012 (patch)
treecaaa83b86e737e2a7d039628b6511965c863a082 /src/server/game/AI/ScriptedAI
parent6d2d16727a50fc02d91d1389f575354319c9bd72 (diff)
Core/Misc: remove incorrect ClearUnitState calls related to movement
these unit states should never be removed outside motionmaster's handlings
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp14
1 files changed, 1 insertions, 13 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 9b98b60146c..40ebf4ee44d 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -53,19 +53,7 @@ void FollowerAI::MovementInform(uint32 type, uint32 id)
void FollowerAI::AttackStart(Unit* who)
{
- if (!who)
- return;
-
- if (me->Attack(who, true))
- {
- me->EngageWithTarget(who); // in case it doesn't have threat+combat yet
-
- if (me->HasUnitState(UNIT_STATE_FOLLOW))
- me->ClearUnitState(UNIT_STATE_FOLLOW);
-
- if (IsCombatMovementAllowed())
- me->GetMotionMaster()->MoveChase(who);
- }
+ ScriptedAI::AttackStart(who);
}
void FollowerAI::MoveInLineOfSight(Unit* who)