From ea50543ffad76a7997744961f49bddee31a7ab25 Mon Sep 17 00:00:00 2001 From: Uleat Date: Sat, 1 Apr 2017 23:00:16 -0400 Subject: [PATCH] First round fix for non NPC-on_NPC action --- zone/mob_ai.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/zone/mob_ai.cpp b/zone/mob_ai.cpp index 22664d87b..c44d73c3e 100644 --- a/zone/mob_ai.cpp +++ b/zone/mob_ai.cpp @@ -1326,7 +1326,7 @@ void Mob::AI_Process() { if (m_PlayerState & static_cast(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.