From a14bb40a875ab6f717e4ada8bb58310325954fdb Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Wed, 31 Jul 2019 14:30:56 +0200 Subject: [PATCH] Scripts/TotT: keep Ozumat's big vehicle as active to make sure the grid remains loaded for the cutscene --- .../EasternKingdoms/ThroneOfTheTides/throne_of_the_tides.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/server/scripts/EasternKingdoms/ThroneOfTheTides/throne_of_the_tides.cpp b/src/server/scripts/EasternKingdoms/ThroneOfTheTides/throne_of_the_tides.cpp index 6af3eb0f315..cd72baf9765 100644 --- a/src/server/scripts/EasternKingdoms/ThroneOfTheTides/throne_of_the_tides.cpp +++ b/src/server/scripts/EasternKingdoms/ThroneOfTheTides/throne_of_the_tides.cpp @@ -43,6 +43,7 @@ struct npc_tott_ozumat_vehicle_big : public ScriptedAI void JustAppeared() override { + me->setActive(true); // ugly but the only safe way for now to keep the grid loaded... if (_instance->GetData(DATA_CURRENT_EVENT_PROGRESS) < EVENT_INDEX_DEFENSE_SYSTEM_ACTIVATED) if (Creature* ozumat = DoSummon(NPC_OZUMAT, me->GetPosition())) me->HandleSpellClick(ozumat, SEAT_TENTACLE_BLOCK);