*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
This commit is contained in:
megamage
2009-05-27 23:26:08 -05:00
parent c61ef6c73c
commit 773f9d072c
3 changed files with 3 additions and 2 deletions
@@ -621,7 +621,6 @@ BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
void BossAI::_Reset()
{
me->setActive(false);
events.Reset();
summons.DespawnAll();
if(instance)
@@ -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()
{