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CreatureAI::UpdateVictim() was not triggering EnterEvadeMode() after the Creature ended combat because IsEngaged() would return false. These changes save the value of IsEngaged() to be used next tick to check if the Creature was in combat, is not anymore now and needs to evade (or select another enemy). EnterEvadeMode() sets the stored previous value to false to ensure the Creature will not try to evade while already evading.