Mobs will now face their target they are casting on

Note: they do not switch their target, this is how live does it
This commit is contained in:
Michael Cook (mackal) 2014-02-24 02:31:40 -05:00
parent 88ec04e5ca
commit 20869a0aec

View File

@ -461,8 +461,9 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, uint16 slot,
if (IsAIControlled())
{
SetRunAnimSpeed(0);
if(this != pMob)
this->FaceTarget(pMob);
pMob = entity_list.GetMob(target_id);
if (pMob && this != pMob)
FaceTarget(pMob);
}
// if we got here we didn't fizzle, and are starting our cast