Core/Creatures: disabled "automatic" monster sparring
Port From (https://github.com/TrinityCore/TrinityCore/commit/27b5d1834850a1e7c64cb03200cdf7610d354730)
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@@ -440,7 +440,6 @@ namespace Framework.Constants
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}
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public enum FactionTemplateFlags
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{
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EnemySpar = 0x20, // guessed, sparring with enemies?
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PVP = 0x800, // flagged for PvP
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ContestedGuard = 0x1000, // faction will attack players that were involved in PvP combats
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HostileByDefault = 0x2000
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@@ -72,25 +72,16 @@ namespace Game.AI
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if (!me.IsWithinMeleeRange(victim))
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return;
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bool sparAttack = me.GetFactionTemplateEntry().ShouldSparAttack() && victim.GetFactionTemplateEntry().ShouldSparAttack();
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me.isAttackReady())
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{
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if (sparAttack)
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me.FakeAttackerStateUpdate(victim);
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else
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me.AttackerStateUpdate(victim);
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me.AttackerStateUpdate(victim);
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me.resetAttackTimer();
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}
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if (me.haveOffhandWeapon() && me.isAttackReady(WeaponAttackType.OffAttack))
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{
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if (sparAttack)
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me.FakeAttackerStateUpdate(victim, WeaponAttackType.OffAttack);
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else
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me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
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me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
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me.resetAttackTimer(WeaponAttackType.OffAttack);
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}
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}
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@@ -99,6 +99,5 @@ namespace Game.DataStorage
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return EnemyGroup == 0 && FriendGroup == 0;
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}
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public bool IsContestedGuardFaction() { return (Flags & (ushort)FactionTemplateFlags.ContestedGuard) != 0; }
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public bool ShouldSparAttack() { return (Flags & (ushort)FactionTemplateFlags.EnemySpar) != 0; }
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}
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}
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