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View Full Version : Ghosting Mob Fix


unicorn97211
07-06-2006, 05:53 PM
Currently if a mob is running at you and you feign death (or mem wipe some other way) while the mob is in motion, the mob continues to run on the client until his random wait time is up to go home. You'll notice your targeting ring stays where it should but the mob ghosts on by you as if you were going link dead. This will fix this problem so that when you feign death and the mob is in motion , the mob will stop dead in it's tracks and not ghost by. This should also fix this problem for when people die before a mob chasing them can reach them.

Here is the diff


--- E:\EQEmu815\zone\MobAI.cpp Tue Jul 04 09:33:18 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\MobAI.cpp Thu Jul 06 23:11:25 2006
@@ -1043,6 +1046,13 @@
pLastFightingDelayMoving += minLastFightingDelayMoving;
else
pLastFightingDelayMoving += (rand() % (maxLastFightingDelayMoving-minLastFightingDelayMoving)) + minLastFightingDelayMoving;
+ // EverHood - So mobs don't keep running as a ghost until AIwalking_timer fires
+ // if they were moving prior to losing all hate
+ if(IsMoving()){
+ SetRunAnimSpeed(0);
+ SendPosition();
+ SetMoving(false);
+ }
}

void Mob::AI_Event_SpellCastFinished(bool iCastSucceeded, int8 slot) {

fathernitwit
07-08-2006, 06:41 AM
looks good, putting it in.