fix(Core/Creature): Prevent combat movement disabled creatures from r… (#18428)

* fix(Core/Creature): Prevent combat movement disabled creatures from repositioning if target moves within model boundary

* fixbuild

* Apply suggestions from code review
This commit is contained in:
Andrew
2024-02-27 10:11:39 -03:00
committed by GitHub
parent b2e2cbfc13
commit 6df652a8dd
32 changed files with 71 additions and 74 deletions

View File

@@ -191,8 +191,7 @@ bool SummonList::IsAnyCreatureInCombat() const
ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
me(creature),
IsFleeing(false),
_isCombatMovementAllowed(true)
IsFleeing(false)
{
_isHeroic = me->GetMap()->IsHeroic();
_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
@@ -209,7 +208,7 @@ void ScriptedAI::AttackStartNoMove(Unit* who)
void ScriptedAI::AttackStart(Unit* who)
{
if (IsCombatMovementAllowed())
if (me->IsCombatMovementAllowed())
CreatureAI::AttackStart(who);
else
AttackStartNoMove(who);
@@ -537,11 +536,6 @@ void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
}
void ScriptedAI::SetCombatMovement(bool allowMovement)
{
_isCombatMovementAllowed = allowMovement;
}
enum eNPCs
{
NPC_BROODLORD = 12017,