From 4fc4c81e8989febd7e650d749af358548e264e2c Mon Sep 17 00:00:00 2001 From: SnapperRy Date: Fri, 14 Oct 2016 22:34:08 +0200 Subject: [PATCH] Core/SAI: always use DespawnOrUnsummon() for SMART_ACTION_FORCE_DESPAWN. SmartAI uses that same method internally, so there's no need to handle it in two different ways. Does not affect functionality, but prevents useless SAI error log in case the target creature is not using SAI. --- src/server/game/AI/SmartScripts/SmartScript.cpp | 12 +----------- 1 file changed, 1 insertion(+), 11 deletions(-) diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp index 67bc684a6ba..5ab00722368 100644 --- a/src/server/game/AI/SmartScripts/SmartScript.cpp +++ b/src/server/game/AI/SmartScripts/SmartScript.cpp @@ -1067,20 +1067,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u break; for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr) - { if (Creature* target = (*itr)->ToCreature()) - { - if (target->IsAlive() && IsSmart(target)) - { - ENSURE_AI(SmartAI, target->AI())->SetDespawnTime(e.action.forceDespawn.delay + 1); // Next tick - ENSURE_AI(SmartAI, target->AI())->StartDespawn(); - } - else - target->DespawnOrUnsummon(e.action.forceDespawn.delay); - } + target->DespawnOrUnsummon(e.action.forceDespawn.delay); else if (GameObject* goTarget = (*itr)->ToGameObject()) goTarget->SetRespawnTime(e.action.forceDespawn.delay + 1); - } delete targets; break;