The following stealth changes are implemented.

- Combat no longer removes stealth, only damage does
 - Creatures will pursue a stealthed unit they cannot see if they're already in combat with them
 - When a player is ~~3 yards~~ 8% + 1.5 yards away from the usual stealth detection distance, the creature will perform the "alerted" effect.
 - When sitting/sleeping creatures are distracted or alerted, they will stand up
 - Idle movement creatures will return to their original (spawn) orientation after distract/alert
 - When entering combat with a distracted/alerted creature, distract state is removed
 - NPC no longer have a limit to stealth visibility (granted by stealth modifier spells/buffs)
 - If alert visibility is greater than aggro range, no alert sent
This commit is contained in:
pete318
2015-06-28 23:42:47 +00:00
parent 275bb93034
commit 1e0213bc57
11 changed files with 108 additions and 14 deletions

View File

@@ -117,7 +117,13 @@ void FollowerAI::MoveInLineOfSight(Unit* who)
{
if (!me->GetVictim())
{
who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
// Clear distracted state on combat
if (me->HasUnitState(UNIT_STATE_DISTRACTED))
{
me->ClearUnitState(UNIT_STATE_DISTRACTED);
me->GetMotionMaster()->Clear();
}
AttackStart(who);
}
else if (me->GetMap()->IsDungeon())