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authormegamage <none@none>2009-05-27 23:26:08 -0500
committermegamage <none@none>2009-05-27 23:26:08 -0500
commit773f9d072c8cd6bc8859f49c37161070a2bb29c9 (patch)
tree104abf77e313d838bbb88701313ea7e89092c923 /src
parentc61ef6c73c1e69162acc97eb8539af284cf5c937 (diff)
*Set boss active=false after they arrive home. This fix the bug that boss is stuck at some far away grid and there spawns another boss.
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/bindings/scripts/include/sc_creature.cpp1
-rw-r--r--src/bindings/scripts/include/sc_creature.h2
-rw-r--r--src/bindings/scripts/scripts/zone/naxxramas/boss_anubrekhan.cpp2
3 files changed, 3 insertions, 2 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index aa2a3fbf324..347330c2006 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -621,7 +621,6 @@ BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
void BossAI::_Reset()
{
- me->setActive(false);
events.Reset();
summons.DespawnAll();
if(instance)
diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h
index 6208d10c39e..88801227493 100644
--- a/src/bindings/scripts/include/sc_creature.h
+++ b/src/bindings/scripts/include/sc_creature.h
@@ -219,11 +219,13 @@ struct TRINITY_DLL_DECL BossAI : public ScriptedAI
void Reset() { _Reset(); }
void EnterCombat(Unit *who) { _EnterCombat(); }
void JustDied(Unit *killer) { _JustDied(); }
+ void JustReachedHome() { me->setActive(false); }
protected:
void _Reset();
void _EnterCombat();
void _JustDied();
+ void _JustReachedHome() { me->setActive(false); }
bool CheckInRoom()
{
diff --git a/src/bindings/scripts/scripts/zone/naxxramas/boss_anubrekhan.cpp b/src/bindings/scripts/scripts/zone/naxxramas/boss_anubrekhan.cpp
index 476141dfa57..46679f0df5d 100644
--- a/src/bindings/scripts/scripts/zone/naxxramas/boss_anubrekhan.cpp
+++ b/src/bindings/scripts/scripts/zone/naxxramas/boss_anubrekhan.cpp
@@ -46,7 +46,7 @@ struct TRINITY_DLL_DECL boss_anubrekhanAI : public BossAI
}
void InitializeAI() { Prepare(); }
- void JustReachedHome() { Prepare(); }
+ void JustReachedHome() { Prepare(); _JustReachedHome(); }
void KilledUnit(Unit* victim)
{