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More enforcement for spawns running away in hail conversation for Fix #5

This commit is contained in:
Emagi 2025-04-26 08:33:00 -04:00
parent 83b48e3770
commit eba0cf0505

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@ -3845,6 +3845,7 @@ void Spawn::FaceTarget(float x, float z){
void Spawn::FaceTarget(Spawn* target, bool disable_action_state){ void Spawn::FaceTarget(Spawn* target, bool disable_action_state){
if(!target) if(!target)
return; return;
FaceTarget(target->GetX(), target->GetZ());
if(GetHP() > 0 && target->IsPlayer() && !EngagedInCombat()){ if(GetHP() > 0 && target->IsPlayer() && !EngagedInCombat()){
if(!IsPet() && disable_action_state) { if(!IsPet() && disable_action_state) {
if(IsNPC()) { if(IsNPC()) {
@ -3854,7 +3855,6 @@ void Spawn::FaceTarget(Spawn* target, bool disable_action_state){
SetTempActionState(0); SetTempActionState(0);
} }
} }
FaceTarget(target->GetX(), target->GetZ());
} }
bool Spawn::MeetsSpawnAccessRequirements(Player* player){ bool Spawn::MeetsSpawnAccessRequirements(Player* player){