Fixed issues with Z correctness when NPCs are pathing on normal grids

Fixed issues with Z correctness when NPCs are engaged with players following
NPC corpses should fall into the ground far less
This commit is contained in:
Akkadius
2017-06-28 02:38:20 -05:00
parent 592bbd3180
commit 539fa8b262
7 changed files with 85 additions and 119 deletions
+3
View File
@@ -991,6 +991,9 @@ void Mob::AI_Process() {
if (engaged) {
if (moving && fix_z_timer_engaged.Check())
this->FixZ();
if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
SendAddPlayerState(PlayerState::Aggressive);
// we are prevented from getting here if we are blind and don't have a target in range