Fix bug that creatures which use FleeingMovementGenerator would not attack after respawning.

Bug was caused by improper react state

--HG--
branch : trunk
This commit is contained in:
Machiavelli
2010-06-27 03:47:18 +02:00
parent 0fd3e47edc
commit 26f4fae802
2 changed files with 15 additions and 7 deletions
@@ -428,9 +428,20 @@ class Creature : public Unit, public GridObject<Creature>
bool canWalk() const { return GetCreatureInfo()->InhabitType & INHABIT_GROUND; }
bool canSwim() const { return GetCreatureInfo()->InhabitType & INHABIT_WATER; }
//bool canFly() const { return GetCreatureInfo()->InhabitType & INHABIT_AIR; }
void SetReactState(ReactStates st) { m_reactState = st; }
ReactStates GetReactState() { return m_reactState; }
bool HasReactState(ReactStates state) const { return (m_reactState == state); }
void InitializeReactState()
{
if (isTotem() || isTrigger() || GetCreatureType() == CREATURE_TYPE_CRITTER)
SetReactState(REACT_PASSIVE);
else
SetReactState(REACT_AGGRESSIVE);
/*else if (isCivilian())
SetReactState(REACT_DEFENSIVE);*/;
}
///// TODO RENAME THIS!!!!!
bool isCanTrainingOf(Player* player, bool msg) const;
bool isCanInteractWithBattleMaster(Player* player, bool msg) const;