From 773f9d072c8cd6bc8859f49c37161070a2bb29c9 Mon Sep 17 00:00:00 2001 From: megamage Date: Wed, 27 May 2009 23:26:08 -0500 Subject: *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 --- src/bindings/scripts/include/sc_creature.cpp | 1 - src/bindings/scripts/include/sc_creature.h | 2 ++ 2 files changed, 2 insertions(+), 1 deletion(-) (limited to 'src/bindings/scripts/include') 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() { -- cgit v1.2.3