refactor(Core/AI) don't add currentTarget to the front of the SelectTargetList for MaxThreat/Random (#21965)
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@@ -307,7 +307,7 @@ public:
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if (victim && (target->GetGUID() == victim->GetGUID()))
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{
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me->AddThreat(victim, -1000000); // drop current player, add a ton to second. This should guarantee that we don't end up with both 1 and 2 in a cage...
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if (Unit* newTarget = SelectTarget(SelectTargetMethod::MaxThreat, 1, 200.0f)) // search in whole room
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if (Unit* newTarget = SelectTarget(SelectTargetMethod::MaxThreat, 0, 200.0f, false, false)) // search in whole room
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{
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me->AddThreat(newTarget, 1000000);
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}
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@@ -208,7 +208,7 @@ public:
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events.ScheduleEvent(EVENT_CURSE_OF_TONGUES, 20s);
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break;
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case EVENT_DOMINATE_MIND:
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 20.0f, true))
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 20.0f, true, false))
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{
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me->CastSpell(target, SPELL_DOMINATE_MIND, false);
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}
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