Implement Pet Command Stop

This commit is contained in:
Michael Cook (mackal)
2017-05-04 22:28:48 -04:00
parent 9f8ad1a32c
commit 7e2136a5a8
5 changed files with 74 additions and 2 deletions
+4 -1
View File
@@ -943,7 +943,7 @@ void Mob::AI_Process() {
//
if(RuleB(Combat, EnableFearPathing)){
if(currently_fleeing) {
if(IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) {
if((IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) && !IsPetStop()) {
//make sure everybody knows were not moving, for appearance sake
if(IsMoving())
{
@@ -1304,6 +1304,9 @@ void Mob::AI_Process() {
if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
SendRemovePlayerState(PlayerState::Aggressive);
if (IsPetStop()) // pet stop won't be engaged, so we will always get here and we want the above branch to execute
return;
if(zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
// 6/14/06
// Improved Feign Death Memory