Reworked blind running around

This should be more in line with how we do current fearpath stuff
and with live.
This commit is contained in:
Michael Cook (mackal)
2014-09-29 16:32:48 -04:00
parent 8035c6c558
commit 5ffb6bdee7
7 changed files with 39 additions and 47 deletions
+4 -3
View File
@@ -1270,8 +1270,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
// this should catch the cures
if (BeneficialSpell(spell_id) && spells[spell_id].buffduration == 0)
BuffFadeByEffect(SE_Blind);
else
is_blind = true;
else if (!IsClient())
CalculateNewFearpoint();
break;
}
@@ -3997,7 +3997,8 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
}
case SE_Blind:
is_blind = false;
if (curfp && !FindType(SE_Fear))
curfp = false;
break;
case SE_Fear: