mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-13 06:21:28 +00:00
First round fix for non NPC-on_NPC action
This commit is contained in:
parent
160cd609bf
commit
ea50543ffa
@ -1326,7 +1326,7 @@ void Mob::AI_Process() {
|
||||
if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
|
||||
SendRemovePlayerState(PlayerState::Aggressive);
|
||||
|
||||
if(!zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
|
||||
if(zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
|
||||
// 6/14/06
|
||||
// Improved Feign Death Memory
|
||||
// check to see if any of our previous feigned targets have gotten up.
|
||||
@ -1351,7 +1351,7 @@ void Mob::AI_Process() {
|
||||
{
|
||||
//we processed a spell action, so do nothing else.
|
||||
}
|
||||
else if (!zone->CanDoCombat() && AI_scan_area_timer->Check())
|
||||
else if (zone->CanDoCombat() && AI_scan_area_timer->Check())
|
||||
{
|
||||
/*
|
||||
* This is where NPCs look around to see if they want to attack anybody.
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user