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authorjackpoz <giacomopoz@gmail.com>2019-04-28 14:50:33 +0200
committerjackpoz <giacomopoz@gmail.com>2019-04-28 14:50:33 +0200
commitd910ffd77949f422bd08f12079866962fb53c4dc (patch)
treeb6122337296600017295ad83acb18909f24ce9d5 /src
parente3a9a9bfb2cba3fc1f6ed616b07fb0ea88de461f (diff)
Core/MMaps: Revert PATHFIND_INCOMPLETE handling change in ChaseMovementGenerator in 386b5a6fd948b4866cbd9a8a9892e8777922e9c9 since the current hp reset code in Creature::Update() will reset the hp of bosses as soon as CanNotReachTarget() is true. In case of boss mechanics like Abub'Rekhan at Naxx where the boss throws the player in the air, a PATHFIND_INCOMPLETE path is returned.
The code in Creature::Update() should be modified to wait a few seconds before resetting the hp. PATHFIND_NOPATH / PATHFIND_INCOMPLETE don't really mean that the Creature can't attack the player anyway either.
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp
index 98828586394..bffda9ae803 100644
--- a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp
@@ -185,7 +185,7 @@ bool ChaseMovementGenerator::Update(Unit* owner, uint32 diff)
owner->UpdateAllowedPositionZ(x, y, z);
bool success = _path->CalculatePath(x, y, z, owner->CanFly());
- if (!success || (_path->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE)))
+ if (!success || (_path->GetPathType() & (PATHFIND_NOPATH /* | PATHFIND_INCOMPLETE*/)))
{
if (cOwner)
cOwner->SetCannotReachTarget(true);