diff options
author | maximius <none@none> | 2009-10-13 19:11:34 -0700 |
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committer | maximius <none@none> | 2009-10-13 19:11:34 -0700 |
commit | 9fdc4e137b51542a9528249f00eee3dea2ecb4bb (patch) | |
tree | abec6e2afaef74dfe121a0963c9d5cdc7c88f180 /src | |
parent | 83b8b6590d4188383d3f15cc2cd30f83e0a0500e (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.cpp | 3 |
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) |