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evade

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Oct 25th, 2012
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Diff 2.19 KB | None | 0 0
  1. 271e439771442ea77217d8ecd861a421ed5fec68
  2.  src/server/game/Entities/Creature/Creature.cpp                        | 3 +++
  3.  src/server/game/Entities/Unit/Unit.cpp                                | 2 +-
  4.  src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp | 3 ++-
  5.  3 files changed, 6 insertions(+), 2 deletions(-)
  6.  
  7. diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
  8. index 9bcd4d9..0b2e577 100755
  9. --- a/src/server/game/Entities/Creature/Creature.cpp
  10. +++ b/src/server/game/Entities/Creature/Creature.cpp
  11. @@ -1936,6 +1936,9 @@ void Creature::CallForHelp(float radius)
  12.  
  13.  bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /*= true*/) const
  14.  {
  15. +    if (IsInEvadeMode())
  16. +        return false;
  17. +
  18.      // is it true?
  19.      if (!HasReactState(REACT_AGGRESSIVE))
  20.          return false;
  21. diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
  22. index bcaacf7..37a5835 100755
  23. --- a/src/server/game/Entities/Unit/Unit.cpp
  24. +++ b/src/server/game/Entities/Unit/Unit.cpp
  25. @@ -12093,7 +12093,7 @@ void Unit::SetInCombatWith(Unit* enemy)
  26.  
  27.  void Unit::CombatStart(Unit* target, bool initialAggro)
  28.  {
  29. -    if (initialAggro)
  30. +    if (initialAggro && !target->HasUnitState(UNIT_STATE_EVADE))
  31.      {
  32.          if (!target->IsStandState())
  33.              target->SetStandState(UNIT_STAND_STATE_STAND);
  34. diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
  35. index a8bdb69..c70f690 100755
  36. --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
  37. +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
  38. @@ -61,9 +61,10 @@ bool HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32 /*tim
  39.  
  40.  void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
  41.  {
  42. +    owner.ClearUnitState(UNIT_STATE_EVADE);
  43.      if (arrived)
  44.      {
  45. -        owner.ClearUnitState(UNIT_STATE_EVADE);
  46. +        //owner.ClearUnitState(UNIT_STATE_EVADE);
  47.          owner.SetWalk(true);
  48.          owner.LoadCreaturesAddon(true);
  49.          owner.AI()->JustReachedHome();
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