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author | Treeston <treeston.mmoc@gmail.com> | 2019-08-01 18:32:26 +0200 |
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committer | Treeston <treeston.mmoc@gmail.com> | 2019-08-01 18:32:26 +0200 |
commit | 3d4bebd8d9210fbb84f8fc75742e248071192b09 (patch) | |
tree | 452512b8057b62be3f5387aa054f9cccf8bd9ed7 /src/server/game/Maps/Map.cpp | |
parent | 3ffe570b219d31d1f2747c9a78826353fc817d3e (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/Maps/Map.cpp')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 78f8c2e1ed3..6abf49b81b0 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -2964,7 +2964,7 @@ bool Map::CheckRespawn(RespawnInfo* info) if (!creature->IsAlive()) continue; // escort NPCs are allowed to respawn as long as all other instances are already escorting - if (isEscort && creature->IsEscortNPC(true)) + if (isEscort && creature->IsEscorted()) continue; doDelete = true; break; |