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authormaximius <none@none>2009-10-13 19:11:34 -0700
committermaximius <none@none>2009-10-13 19:11:34 -0700
commit9fdc4e137b51542a9528249f00eee3dea2ecb4bb (patch)
treeabec6e2afaef74dfe121a0963c9d5cdc7c88f180 /src
parent83b8b6590d4188383d3f15cc2cd30f83e0a0500e (diff)
*Don't require AI for waypoint creatures. Hopefully this will fix the NPCs outside of Shadow Labyrinth never entering combat unless a player attacks them.
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Unit.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 33109f6851d..151ae917c82 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -10576,7 +10576,8 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if(GetTypeId() != TYPEID_PLAYER)
{
// Set home position at place of engaging combat for escorted creatures
- if((((Creature*)this)->IsAIEnabled && ((Creature*)this)->AI()->IsEscorted()) || ((Creature*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
+ if(( ((Creature*)this)->IsAIEnabled && ((Creature*)this)->AI()->IsEscorted() ) ||
+ ((Creature*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
if(enemy)