[12701] Keep CombatMovement, Running and Waypoint-Paused states afte…

…r evade
This commit is contained in:
sanctum32 2013-10-21 09:10:22 +03:00 committed by Antz
parent 9b3c263b27
commit 868e4772b0
3 changed files with 5 additions and 3 deletions

View file

@ -52,7 +52,7 @@ void HomeMovementGenerator<Creature>::_setTargetLocation(Creature& owner)
init.Launch();
arrived = false;
owner.clearUnitState(UNIT_STAT_ALL_STATE);
owner.clearUnitState(UNIT_STAT_ALL_DYN_STATES);
}
bool HomeMovementGenerator<Creature>::Update(Creature& owner, const uint32& time_diff)

View file

@ -498,7 +498,9 @@ enum UnitState
UNIT_STAT_RUNNING_STATE = UNIT_STAT_CHASE_MOVE | UNIT_STAT_FLEEING_MOVE | UNIT_STAT_RUNNING,
UNIT_STAT_ALL_STATE = 0xFFFFFFFF
UNIT_STAT_ALL_STATE = 0xFFFFFFFF,
UNIT_STAT_ALL_DYN_STATES = UNIT_STAT_ALL_STATE & ~(UNIT_STAT_NO_COMBAT_MOVEMENT | UNIT_STAT_RUNNING | UNIT_STAT_WAYPOINT_PAUSED | UNIT_STAT_IGNORE_PATHFINDING),
};
enum UnitMoveType

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "12700"
#define REVISION_NR "12701"
#endif // __REVISION_NR_H__