From 63b25518705697b6e0cc5a02752edc365dcde801 Mon Sep 17 00:00:00 2001 From: ariel- Date: Tue, 11 Oct 2016 01:43:14 -0300 Subject: Core/Creature: Call SetSpawnHealth after JustReachedHome in HomeMovementGenerator Fixes issues with quests that rely on this behaviour (eg Free your Mind) Also updated SetSpawnHealth so it doesn't do anything in case spawn is manual (SetHealth(GetHealth()) does modify things depending on deathstate) (cherry picked from commit b8a1a18a5a44185c0e84d23910c35ebf2706e1b5) --- src/server/game/Entities/Creature/Creature.cpp | 20 +++++++++----------- .../MovementGenerators/HomeMovementGenerator.cpp | 2 +- 2 files changed, 10 insertions(+), 12 deletions(-) (limited to 'src/server') diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index c7698b706c3..17949f33c4c 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -1485,23 +1485,21 @@ void Creature::LoadEquipment(int8 id, bool force /*= true*/) void Creature::SetSpawnHealth() { + if (!m_creatureData) + return; + uint32 curhealth; if (!m_regenHealth) { - if (m_creatureData) + curhealth = m_creatureData->curhealth; + if (curhealth) { - curhealth = m_creatureData->curhealth; - if (curhealth) - { - curhealth = uint32(curhealth*_GetHealthMod(GetCreatureTemplate()->rank)); - if (curhealth < 1) - curhealth = 1; - } - SetPower(POWER_MANA, m_creatureData->curmana); + curhealth = uint32(curhealth*_GetHealthMod(GetCreatureTemplate()->rank)); + if (curhealth < 1) + curhealth = 1; } - else - curhealth = GetHealth(); + SetPower(POWER_MANA, m_creatureData->curmana); } else { diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp index c740dbcc9b1..9f6b33430f1 100644 --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp @@ -34,8 +34,8 @@ void HomeMovementGenerator::DoFinalize(Creature* owner) owner->ClearUnitState(UNIT_STATE_EVADE); owner->SetWalk(true); owner->LoadCreaturesAddon(); - owner->SetSpawnHealth(); owner->AI()->JustReachedHome(); + owner->SetSpawnHealth(); } } -- cgit v1.2.3