mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Make use of Aggressive/Weapon PlayerStates
I HAVE NO IDEA WHAT THIS DOES, BUT LIVE DOES IT Something to do with the animation system, all I know
This commit is contained in:
@@ -1084,6 +1084,8 @@ void Mob::AI_Process() {
|
||||
|
||||
if (engaged)
|
||||
{
|
||||
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
|
||||
// from above, so no extra blind checks needed
|
||||
if ((IsRooted() && !GetSpecialAbility(IGNORE_ROOT_AGGRO_RULES)) || IsBlind())
|
||||
@@ -1435,6 +1437,8 @@ void Mob::AI_Process() {
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
|
||||
SendRemovePlayerState(PlayerState::Aggressive);
|
||||
if(AIfeignremember_timer->Check()) {
|
||||
// 6/14/06
|
||||
// Improved Feign Death Memory
|
||||
|
||||
Reference in New Issue
Block a user