View Single Post
  #1  
Old 07-03-2006, 02:58 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default Mob Pause Before Going Home Fix - Monk Candy

This fix allows the code that causes a mob to pause for a random duration before wandering back home to run.

With this fix in place, when I pull two mobs and I FD, each mob stands there a random duration of time before walking back home and each mob got it's own duration so monks can split again

Here is the diff...

Code:
--- C:\EQEmuSP\Source\Copy of 0.7.0\zone\hate_list.cpp	Fri Dec 09 23:25:36 2005
+++ C:\EQEmuSP\Source\0.7.0\zone\hate_list.cpp	Mon Jul 03 19:24:53 2006
@@ -182,6 +182,8 @@
         if (iterator.GetData()->ent == ent)
         {
             iterator.RemoveCurrent();
+			// Everhood - some functions rely on knowing if it was found
+			return true;
         }
         else
             iterator.Advance();
--- C:\EQEmuSP\Source\Copy of 0.7.0\zone\mob.cpp	Sun Jul 02 22:12:39 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\mob.cpp	Mon Jul 03 19:49:32 2006
@@ -1833,7 +1832,7 @@
 	if (this->IsEngaged())
 	{
 		bFound = hate_list.RemoveEnt(mob);
-		if  (!this->IsEngaged()){
+		if(hate_list.IsEmpty()){
 			if (bFound)
 				AI_Event_NoLongerEngaged();
Reply With Quote