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-rw-r--r--src/bindings/scripts/base/escort_ai.h2
-rw-r--r--src/game/CreatureAI.h1
-rw-r--r--src/game/Unit.cpp4
3 files changed, 2 insertions, 5 deletions
diff --git a/src/bindings/scripts/base/escort_ai.h b/src/bindings/scripts/base/escort_ai.h
index 60e555dcfd4..44c244ab862 100644
--- a/src/bindings/scripts/base/escort_ai.h
+++ b/src/bindings/scripts/base/escort_ai.h
@@ -72,8 +72,6 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
float GetMaxPlayerDistance() { return MaxPlayerDistance; }
- bool IsEscorted() {return IsBeingEscorted;}
-
void SetCanMelee(bool usemelee) { CanMelee = usemelee; }
void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h
index 76aaa834756..b47156f5876 100644
--- a/src/game/CreatureAI.h
+++ b/src/game/CreatureAI.h
@@ -123,7 +123,6 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
//virtual void AttackedBy(Unit* attacker);
- virtual bool IsEscorted () {return false;}
// Called when creature is spawned or respawned (for reseting variables)
virtual void JustRespawned() { Reset(); }
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 6424d918983..f3371a1ebb4 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -10529,8 +10529,8 @@ 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)
- if (((Creature *)this)->AI()->IsEscorted())
+ //if(((Creature*)this)->IsAIEnabled)
+ //if (((Creature *)this)->AI()->IsEscorted())
((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
if(enemy)
{