Fix an edge case issue where creatures would re-acquire target after respawn if they despawned while spell focusing.
This commit is contained in:
@@ -111,6 +111,8 @@ namespace Scripts.Northrend.AzjolNerub.AzjolNerub.Anubarak
|
||||
_petCount = 0;
|
||||
}
|
||||
|
||||
public override bool CanAIAttack(Unit victim) { return true; } // do not check boundary here
|
||||
|
||||
public override void EnterCombat(Unit who)
|
||||
{
|
||||
base.EnterCombat(who);
|
||||
@@ -118,6 +120,9 @@ namespace Scripts.Northrend.AzjolNerub.AzjolNerub.Anubarak
|
||||
GameObject door = instance.GetGameObject(ANDataTypes.AnubarakWall);
|
||||
if (door)
|
||||
door.SetGoState(GameObjectState.Active); // open door for now
|
||||
GameObject door2 = instance.GetGameObject(ANDataTypes.AnubarakWall2);
|
||||
if (door2)
|
||||
door2.SetGoState(GameObjectState.Active);
|
||||
|
||||
Talk(TextIds.SayAggro);
|
||||
instance.DoStartCriteriaTimer(CriteriaTimedTypes.Event, Misc.AchievGottaGoStartEvent);
|
||||
@@ -172,6 +177,9 @@ namespace Scripts.Northrend.AzjolNerub.AzjolNerub.Anubarak
|
||||
GameObject door = instance.GetGameObject(ANDataTypes.AnubarakWall);
|
||||
if (door)
|
||||
door.SetGoState(GameObjectState.Ready);
|
||||
GameObject door2 = instance.GetGameObject(ANDataTypes.AnubarakWall2);
|
||||
if (door2)
|
||||
door2.SetGoState(GameObjectState.Ready);
|
||||
break;
|
||||
case EventIds.Pound:
|
||||
DoCastVictim(SpellIds.Pound);
|
||||
|
||||
Reference in New Issue
Block a user