From 8c3eb07889f72955879c8a0e0881b51befb60067 Mon Sep 17 00:00:00 2001 From: Treeston Date: Thu, 1 Aug 2019 18:32:26 +0200 Subject: Scripts/FollowerAI: Some cleanup: - FollowerAI properly resumes follow after evading. - Removed duplicated getters from CreatureAI (IsEscorted vs IsEscortNPC), they were used to do the same thing - FollowerAI properly assists in combat. - FollowerAI properly despawns if quest is abandoned. - FollowerAI now supports dynamic respawning for escort NPCs. (cherry picked from commit 3d4bebd8d9210fbb84f8fc75742e248071192b09) --- src/server/game/Maps/Map.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Maps/Map.cpp') diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index c85b800b23b..b3e03e21755 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -3124,7 +3124,7 @@ bool Map::CheckRespawn(RespawnInfo* info) if (!creature->IsAlive()) continue; // escort NPCs are allowed to respawn as long as all other instances are already escorting - if (isEscort && creature->IsEscortNPC(true)) + if (isEscort && creature->IsEscorted()) continue; doDelete = true; break; -- cgit v1.2.3