Fix a situation where guards don't scan fast enough because they stand idle, moving mobs will add themselves to guards

This commit is contained in:
Akkadius 2021-01-03 16:40:56 -06:00
parent 0456bef903
commit 7b9d88b70b

View File

@ -715,7 +715,7 @@ bool NPC::Process()
}
return false;
}
if (IsStunned() && stunned_timer.Check()) {
Mob::UnStun();
this->spun_timer.Disable();
@ -724,7 +724,7 @@ bool NPC::Process()
SpellProcess();
if (mob_close_scan_timer.Check()) {
entity_list.ScanCloseMobs(close_mobs, this);
entity_list.ScanCloseMobs(close_mobs, this, true);
}
const uint16 npc_mob_close_scan_timer_moving = 6000;
@ -1752,7 +1752,7 @@ void NPC::PickPocket(Client* thief)
steal_item = false;
break;
}
auto item_inst = database.CreateItem(loot_selection[random].first, loot_selection[random].second);
if (item_inst == nullptr) {
steal_item = false;
@ -1778,7 +1778,7 @@ void NPC::PickPocket(Client* thief)
while (!steal_item && has_coin) {
uint32 coin_amount = zone->random.Int(1, (steal_skill / 25) + 1);
int coin_type = PickPocketPlatinum;
while (coin_type <= PickPocketCopper) {
if (money[coin_type]) {
@ -2514,10 +2514,10 @@ void NPC::LevelScale() {
max_hp += (random_level - level) * 100;
base_hp += (random_level - level) * 100;
}
current_hp = max_hp;
}
// Don't add max_dmg to dynamically scaled NPCs since this will be calculated later
if (max_dmg > 0 || skip_auto_scale)
{
@ -2817,7 +2817,7 @@ FACTION_VALUE NPC::CheckNPCFactionAlly(int32 other_faction) {
// I believe that the assumption is, barring no entry in npc_faction_entries
// that two npcs on like faction con ally to each other. This catches cases
// where an npc is on a faction but has no hits (hence no entry in
// where an npc is on a faction but has no hits (hence no entry in
// npc_faction_entries).
if (GetPrimaryFaction() == other_faction)