diff options
author | Treeston <treeston.mmoc@gmail.com> | 2019-08-01 18:32:26 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2021-12-17 23:05:55 +0100 |
commit | 8c3eb07889f72955879c8a0e0881b51befb60067 (patch) | |
tree | 587ae12bbdb01921e6eb94f099663be9f56590a5 /src/server/game/Maps/Map.cpp | |
parent | d01a22f58ea19ce9ec71ea7c26adfbdea183fbd2 (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.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 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; |