mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Fixed so mobs that depop at end of pathgrid still path and depop
whiel zones are empty. This makes these mobs no longer always appear at start locations for the 1st person in a zone after long idle.
This commit is contained in:
+10
-6
@@ -478,14 +478,18 @@ void EntityList::MobProcess()
|
||||
size_t sz = mob_list.size();
|
||||
|
||||
#ifdef IDLE_WHEN_EMPTY
|
||||
// spawn_events can cause spawns and deaths while zone empty.
|
||||
// At the very least, process that.
|
||||
if (numclients < 1) {
|
||||
mob_dead = mob->CastToNPC()->GetDepop();
|
||||
}
|
||||
else {
|
||||
if (numclients > 0 ||
|
||||
mob->GetWanderType() == 4 || mob->GetWanderType() == 6) {
|
||||
// Normal processing, or assuring that spawns that should
|
||||
// path and depop do that. Otherwise all of these type mobs
|
||||
// will be up and at starting positions when idle zone wakes up.
|
||||
mob_dead = !mob->Process();
|
||||
}
|
||||
else {
|
||||
// spawn_events can cause spawns and deaths while zone empty.
|
||||
// At the very least, process that.
|
||||
mob_dead = mob->CastToNPC()->GetDepop();
|
||||
}
|
||||
#else
|
||||
mob_dead = !mob->Process();
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user