| | |
| | | m_DelayMoveToPos = false;
|
| | | m_TempPos = hero.Pos;
|
| | |
|
| | | hero.Behaviour.StopHandupAI();
|
| | | hero.Behaviour.StopHandupAI(true);
|
| | | hero.Behaviour.StopKillUntilDieAI();
|
| | |
|
| | | if ((hero.SkillMgr.CurCastSkill != null && !hero.SkillMgr.CurCastSkill.SkillCompelete)
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | _hero.Behaviour.StopHandupAI();
|
| | | _hero.Behaviour.StopHandupAI(true);
|
| | | _hero.Behaviour.StopKillUntilDieAI();
|
| | |
|
| | | _position += _rot * Vector3.forward * 1;
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | _hero.Behaviour.StopHandupAI();
|
| | | _hero.Behaviour.StopHandupAI(true);
|
| | | _hero.Behaviour.StopKillUntilDieAI();
|
| | |
|
| | | Send_WorldTransfer(mapID, pos * 2, MapTransferType.MissionTransport, lineID);
|