It looks like we will need to change this as well:
effects.cpp
Code:
void EntityList::AEAttack(Mob *attacker, float dist, int Hand, int count) {
//Dook- Will need tweaking, currently no pets or players or horses
LinkedListIterator<Mob*> iterator(mob_list);
Mob *curmob;
float dist2 = dist * dist;
int hit = 0;
for(iterator.Reset(); iterator.MoreElements(); iterator.Advance()) {
curmob = iterator.GetData();
if(curmob->IsNPC()
&& curmob != attacker //this is not needed unless NPCs can use this
&&(attacker->IsAttackAllowed(curmob))
&& curmob->GetRace() != 216 /* dont attack horses */
&& (curmob->DistNoRoot(*attacker) <= dist2)
) {
attacker->Attack(curmob, Hand);
hit++;
if(count != 0 && hit >= count)
return;
}
}
}
I think we can just change that line to this:
Code:
&& curmob->GetRace() != 216 && curmob->GetRace() != 472 /* dont attack horses */
This is to keep AEs from hitting mounts. I will look through for more possible issues. After further testing, all seems well accept for the slowest mounts aren't moving. They are set to 0.75 speed, so maybe that has something to do with it.