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View Full Version : Mob Pause Before Going Home Fix - Monk Candy


unicorn97211
07-03-2006, 02:58 PM
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...


--- 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();

fathernitwit
07-04-2006, 04:08 AM
nice catch, who knows what else the return problem will fix, lol.