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authormegamage <none@none>2009-04-13 17:11:23 -0500
committermegamage <none@none>2009-04-13 17:11:23 -0500
commitce9f023a9607f827ad2479e2df09ced6554f43b6 (patch)
tree1d8f088d9505724d80b158d249a798cd12f0e842
parent30efb6ff7f8eb26db409fb2ac4608f7ab70f742d (diff)
*Only let creatures in combat enterevademode when stopping grid.
--HG-- branch : trunk
-rw-r--r--src/game/ObjectGridLoader.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/game/ObjectGridLoader.cpp b/src/game/ObjectGridLoader.cpp
index d69499d8014..b819182a50d 100644
--- a/src/game/ObjectGridLoader.cpp
+++ b/src/game/ObjectGridLoader.cpp
@@ -279,10 +279,13 @@ ObjectGridStoper::Visit(CreatureMapType &m)
// stop any fights at grid de-activation and remove dynobjects created at cast by creatures
for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
- iter->getSource()->CombatStop();
- iter->getSource()->DeleteThreatList();
iter->getSource()->RemoveAllDynObjects();
- iter->getSource()->AI()->EnterEvadeMode();
+ if(iter->getSource()->isInCombat())
+ {
+ iter->getSource()->CombatStop();
+ iter->getSource()->DeleteThreatList();
+ iter->getSource()->AI()->EnterEvadeMode();
+ }
}
}