Core/Misc: remove incorrect ClearUnitState calls related to movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/c511fa28037094a591d2ecc34b68c7e361f0d454)
This commit is contained in:
@@ -67,19 +67,7 @@ namespace Game.AI
|
|||||||
|
|
||||||
public override void AttackStart(Unit who)
|
public override void AttackStart(Unit who)
|
||||||
{
|
{
|
||||||
if (!who)
|
base.AttackStart(who);
|
||||||
return;
|
|
||||||
|
|
||||||
if (me.Attack(who, true))
|
|
||||||
{
|
|
||||||
me.EngageWithTarget(who); // in case it doesn't have threat+combat yet
|
|
||||||
|
|
||||||
if (me.HasUnitState(UnitState.Follow))
|
|
||||||
me.ClearUnitState(UnitState.Follow);
|
|
||||||
|
|
||||||
if (IsCombatMovementAllowed())
|
|
||||||
me.GetMotionMaster().MoveChase(who);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void MoveInLineOfSight(Unit who)
|
public override void MoveInLineOfSight(Unit who)
|
||||||
|
|||||||
Reference in New Issue
Block a user