diff options
| author | treeston <treeston.mmoc@gmail.com> | 2016-03-24 16:12:53 +0100 |
|---|---|---|
| committer | treeston <treeston.mmoc@gmail.com> | 2016-04-10 19:49:40 +0200 |
| commit | 7b1560fccba77ecbdfecd7b33af740aea41b7087 (patch) | |
| tree | 19e4783dba7cde9f6f936f3e4d78ab3a191132c2 /src/server/game/AI/SmartScripts | |
| parent | 6ca400b35eb44ed1392fdab093f521ee4787a63b (diff) | |
Entities/Unit: Finally fix no-path evasion.
- When a creature cannot find a path to its victim, it begins evading all attacks and regenerating health.
- If this persists for 5 seconds, it evades back to spawn position with new EvadeReason value EVADE_REASON_NO_PATH.
- Also some SmartAI cleanup (why oh why does it have so much duplicated code) and getting rid of #defines in favor of type-checked compile-time constants.
Diffstat (limited to 'src/server/game/AI/SmartScripts')
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 7 |
1 files changed, 1 insertions, 6 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 361bb1a5b1d..95d52a45681 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -416,12 +416,7 @@ void SmartAI::EnterEvadeMode(EvadeReason /*why*/) me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE, SPELL_AURA_CLONE_CASTER); me->AddUnitState(UNIT_STATE_EVADE); - me->DeleteThreatList(); - me->CombatStop(true); - me->LoadCreaturesAddon(); - me->SetLootRecipient(NULL); - me->ResetPlayerDamageReq(); - me->SetLastDamagedTime(0); + _EnterEvadeMode(); GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db |
