*Creature::_IsTargetAcceptable rewrite, should hopefully fix the bugs ogeraisi reported.

*Creature health regen patch, written and tested by Gyullo.

--HG--
branch : trunk
This commit is contained in:
maximius
2009-10-10 16:26:00 -07:00
parent 566472918b
commit 8ea2639b62
2 changed files with 57 additions and 43 deletions
+6 -10
View File
@@ -488,7 +488,7 @@ inline void CreatureAI::SetGazeOn(Unit *target)
if(me->canAttack(target))
{
AttackStart(target);
me->SetReactState(REACT_AGGRESSIVE);
me->SetReactState(REACT_PASSIVE);
}
}
@@ -524,7 +524,6 @@ inline bool CreatureAI::UpdateCombatState()
else if(me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
me->SetReactState(REACT_PASSIVE);
return false;
}
@@ -545,7 +544,6 @@ inline bool CreatureAI::UpdateVictim()
else if(me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
me->SetReactState(REACT_PASSIVE);
return false;
}
@@ -569,17 +567,15 @@ inline bool CreatureAI::_EnterEvadeMode()
return false;
// sometimes bosses stuck in combat?
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->ResetPlayerDamageReq();
if(me->IsInEvadeMode())
return false;
me->RemoveAllAuras();
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
me->SetReactState(REACT_AGGRESSIVE);
me->ResetPlayerDamageReq();
if(me->IsInEvadeMode())
return false;
return true;
}