aboutsummaryrefslogtreecommitdiff
path: root/src/game/Creature.cpp
diff options
context:
space:
mode:
authormegamage <none@none>2009-01-08 21:48:38 -0600
committermegamage <none@none>2009-01-08 21:48:38 -0600
commit2377f49ea86b5c6a7f29b5d1949cd90b1594b660 (patch)
treed0d62dd56391544b4a09d0be189d28fefd339769 /src/game/Creature.cpp
parentb57516e170cb3dd09ee7d4335dee0f8bbbc4a1df (diff)
*Update charm and possess code.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.cpp')
-rw-r--r--src/game/Creature.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index 081f1160b1a..03eeecb3e10 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -594,10 +594,6 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
return false;
}
- // don't allow AI switch when possessed
- if (isPossessed())
- return false;
-
CreatureAI * oldAI = i_AI;
i_motionMaster.Initialize();
i_AI = ai ? ai : FactorySelector::selectAI(this);
@@ -621,6 +617,8 @@ void Creature::DisablePossessedAI()
{
if (!i_AI_possessed) return;
+ delete i_AI_possessed;
+
// Signal the old AI that it's been re-enabled
i_AI->OnPossess(false);
}