Fixed non-attacking related movement while mobs are snared

On live a nec/shd normal splitting involved snaring the mob you want
and FDing after they moved enough. The non-snared mobs would return home
and the snared mob would just sit there until it was no longer snared.
There is even a nice flash video! http://www.dzert.com/downloads/eq/fd02.swf
This might need some tweaking, but I'm not sure of any instances where it would
break things...
This commit is contained in:
Michael Cook (mackal)
2013-11-11 18:18:12 -05:00
parent 925e19b15c
commit ed6c46f7ff
2 changed files with 4 additions and 1 deletions
+1 -1
View File
@@ -1554,7 +1554,7 @@ void Mob::AI_Process() {
return;
}
if(IsNPC())
if(IsNPC() && GetSnaredAmount() == -1)
{
if(RuleB(NPC, SmartLastFightingDelayMoving) && !feign_memory_list.empty())
{