First round fix for non NPC-on_NPC action

This commit is contained in:
Uleat 2017-04-01 23:00:16 -04:00
parent 160cd609bf
commit ea50543ffa

View File

@ -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.