Fix _DespawnAtEvade for other creatures to actually respawn said other creatures.

Also fix add aggro for Hadronox.
Fixes and closes #18012.
This commit is contained in:
treeston
2016-10-15 18:18:56 +02:00
parent dfb23cf0be
commit 1ecdea5374
2 changed files with 2 additions and 2 deletions

View File

@@ -569,7 +569,7 @@ void BossAI::_DespawnAtEvade(uint32 delayToRespawn, Creature* who)
return;
}
me->DespawnOrUnsummon(0, Seconds(delayToRespawn));
who->DespawnOrUnsummon(0, Seconds(delayToRespawn));
if (instance && who == me)
instance->SetBossState(_bossId, FAIL);

View File

@@ -789,7 +789,7 @@ struct npc_hadronox_foeAI : public ScriptedAI
me->GetMotionMaster()->MovePoint(MOVE_HADRONOX, hadronoxStep[2]);
break;
}
me->GetMotionMaster()->MoveChase(hadronox);
AttackStart(hadronox);
}
break;
}