void EnterEvadeMode() { m_creature->RemoveAllAuras(); m_creature->DeleteThreatList(); m_creature->CombatStop(false);//do not interrupt channeling m_creature->SetLootRecipient(NULL); if (GetIsBeingEscorted()) { SetReturning(true); ReturnToLastPoint(); debug_log("TSCR: EscortAI (EnterEvadeMode() Override) has left combat and is now returning to last point"); } else m_creature->GetMotionMaster()->MoveTargetedHome(); }
void npc_escortAI::EnterEvadeMode() { me->RemoveAllAuras(); me->DeleteThreatList(); me->CombatStop(true); me->SetLootRecipient(NULL); if (HasEscortState(STATE_ESCORT_ESCORTING)) { AddEscortState(STATE_ESCORT_RETURNING); ReturnToLastPoint(); sLog->outDebug( LOG_FILTER_TSCR, "TSCR: EscortAI (script: %s, creature entry: %u) has left combat and is now returning to last point"); } else { me->GetMotionMaster()->MoveTargetedHome(); Reset(); } }
void npc_escortAI::EnterEvadeMode() { me->RemoveAllAuras(); me->DeleteThreatList(); me->CombatStop(true); me->SetLootRecipient(NULL); if (HasEscortState(STATE_ESCORT_ESCORTING)) { ReturnToLastPoint(); } else { me->GetMotionMaster()->MoveTargetedHome(); Reset(); } }
void npc_escortAI::EnterEvadeMode() { m_creature->RemoveAllAuras(); m_creature->DeleteThreatList(); m_creature->CombatStop(true); m_creature->SetLootRecipient(NULL); if (HasEscortState(STATE_ESCORT_ESCORTING)) { AddEscortState(STATE_ESCORT_RETURNING); ReturnToLastPoint(); debug_log("TSCR: EscortAI has left combat and is now returning to last point"); } else { m_creature->GetMotionMaster()->MoveTargetedHome(); Reset(); } }
void npc_escortAI::EnterEvadeMode(EvadeReason /*why*/) { me->RemoveAllAuras(); me->DeleteThreatList(); me->CombatStop(true); me->SetLootRecipient(NULL); if (HasEscortState(STATE_ESCORT_ESCORTING)) { AddEscortState(STATE_ESCORT_RETURNING); ReturnToLastPoint(); TC_LOG_DEBUG("scripts", "EscortAI has left combat and is now returning to last point"); } else { me->GetMotionMaster()->MoveTargetedHome(); if (HasImmuneToNPCFlags) me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC); Reset(); } }
void EnterEvadeMode() { if (!HasEscortState(STATE_ESCORT_ESCORTING)) { me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC); me->SetHomePosition(1845.577759f+rand_norm()*5-2.5f, 800.681152f+rand_norm()*5-2.5f, 44.104248f, M_PI); } me->DeleteThreatList(); me->CombatStop(true); if (HasEscortState(STATE_ESCORT_ESCORTING)) { AddEscortState(STATE_ESCORT_RETURNING); ReturnToLastPoint(); } else { me->GetMotionMaster()->MoveTargetedHome(); Reset(); } me->ClearUnitState(UNIT_STATE_EVADE); }