Core/SAI: Fix processing linked events when return is used in ProcessAction

Thanks Discover-

Closes #10688
This commit is contained in:
Nay
2013-09-01 18:01:59 +01:00
parent 271a1011ca
commit a762df0aba

View File

@@ -731,7 +731,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
me->AI()->EnterEvadeMode();
TC_LOG_DEBUG(LOG_FILTER_DATABASE_AI, "SmartScript::ProcessAction:: SMART_ACTION_EVADE: Creature %u EnterEvadeMode", me->GetGUIDLow());
return;
break;
}
case SMART_ACTION_FLEE_FOR_ASSIST:
{
@@ -1445,7 +1445,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
{
TC_LOG_ERROR(LOG_FILTER_SQL, "SmartScript: SMART_ACTION_EQUIP uses non-existent equipment info id %u for creature %u", equipId, npc->GetEntry());
delete targets;
return;
break;
}
npc->SetCurrentEquipmentId(equipId);
@@ -1913,7 +1913,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (!storedTargets)
{
delete targets;
return;
break;
}
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
@@ -2101,7 +2101,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (!sGameEventMgr->IsActiveEvent(eventId))
{
TC_LOG_ERROR(LOG_FILTER_SQL, "SmartScript::ProcessAction: At case SMART_ACTION_GAME_EVENT_STOP, inactive event (id: %u)", eventId);
return;
break;
}
sGameEventMgr->StopEvent(eventId, true);
break;
@@ -2112,7 +2112,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (sGameEventMgr->IsActiveEvent(eventId))
{
TC_LOG_ERROR(LOG_FILTER_SQL, "SmartScript::ProcessAction: At case SMART_ACTION_GAME_EVENT_START, already activated event (id: %u)", eventId);
return;
break;
}
sGameEventMgr->StartEvent(eventId, true);
break;