*Change virtual bool IsEscorted in escort_ai.h to check if creature is escorted or not

*If creature use POINT_MOTION_TYPE, sethomeposition in combat start point

--HG--
branch : trunk
This commit is contained in:
Kudlaty
2009-10-31 03:33:04 +01:00
parent e6e621bfad
commit 717f1aefc9
2 changed files with 3 additions and 2 deletions
+1 -1
View File
@@ -71,7 +71,7 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
void SetEscortPaused(bool uPaused);
bool HasEscortState(uint32 uiEscortState) { return (m_uiEscortState & uiEscortState); }
virtual bool IsEscorted() { return true; }
virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
float GetMaxPlayerDistance() { return MaxPlayerDistance; }
+2 -1
View File
@@ -10616,7 +10616,8 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
{
// Set home position at place of engaging combat for escorted creatures
if(( IsAIEnabled && ((Creature*)this)->AI()->IsEscorted() ) ||
GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE ||
((Creature*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
if (enemy)