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authorTreeston <treeston.mmoc@gmail.com>2019-08-01 18:32:26 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-17 23:05:55 +0100
commit8c3eb07889f72955879c8a0e0881b51befb60067 (patch)
tree587ae12bbdb01921e6eb94f099663be9f56590a5 /src/server/game/Maps/Map.cpp
parentd01a22f58ea19ce9ec71ea7c26adfbdea183fbd2 (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. (cherry picked from commit 3d4bebd8d9210fbb84f8fc75742e248071192b09)
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index c85b800b23b..b3e03e21755 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -3124,7 +3124,7 @@ 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;