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authorTreeston <treeston.mmoc@gmail.com>2019-08-01 18:32:26 +0200
committerTreeston <treeston.mmoc@gmail.com>2019-08-01 18:32:26 +0200
commit3d4bebd8d9210fbb84f8fc75742e248071192b09 (patch)
tree452512b8057b62be3f5387aa054f9cccf8bd9ed7 /src/server/game/Entities/Creature
parent3ffe570b219d31d1f2747c9a78826353fc817d3e (diff)
Scripts/FollowerAI: Some cleanup:
- FollowerAI properly resumes follow after evading. - Removed duplicated getters from CreatureAI (IsEscorted vs IsEscortNPC), they were used to do the same thing - FollowerAI properly assists in combat. - FollowerAI properly despawns if quest is abandoned. - FollowerAI now supports dynamic respawning for escort NPCs.
Diffstat (limited to 'src/server/game/Entities/Creature')
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp6
-rw-r--r--src/server/game/Entities/Creature/Creature.h2
2 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 9457b8bfde7..6d708476b96 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -3285,10 +3285,10 @@ void Creature::AtDisengage()
}
}
-bool Creature::IsEscortNPC(bool onlyIfActive)
+bool Creature::IsEscorted() const
{
- if (CreatureAI* ai = AI())
- return ai->IsEscortNPC(onlyIfActive);
+ if (CreatureAI const* ai = AI())
+ return ai->IsEscorted();
return false;
}
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h
index e2016f09cc4..90f69dcb5a1 100644
--- a/src/server/game/Entities/Creature/Creature.h
+++ b/src/server/game/Entities/Creature/Creature.h
@@ -355,7 +355,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
CreatureTextRepeatIds GetTextRepeatGroup(uint8 textGroup);
void SetTextRepeatId(uint8 textGroup, uint8 id);
void ClearTextRepeatGroup(uint8 textGroup);
- bool IsEscortNPC(bool onlyIfActive = true);
+ bool IsEscorted() const;
bool CanGiveExperience() const;