View Single Post
  #4  
Old 06-13-2008, 07:21 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

I was just looking at this code again, and I obviously never tested this patch with FleeIfNotAlone
set to true (i.e. the new code disabled). If FleeIfNotAlone==true, then the mobs won't flee at all.

After applying the patch in my original post. change the rule check in fearpath.cpp from:

Code:
if(!RuleB(Combat, FleeIfNotAlone) && hate_top->hate_list.GetHatedCount(hate_top, false, false, true)<=1)
	StartFleeing();
to:

Code:
if(RuleB(Combat, FleeIfNotAlone) || (!RuleB(Combat, FleeIfNotAlone) && hate_top->hate_list.GetHatedCount(hate_top, false, false, true)<=1))
	StartFleeing();
Then the rule should work correctly to disable the new functionality if required when FleeIfNotAlone is set to true.
Reply With Quote