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authormegamage <none@none>2009-09-02 12:46:26 -0500
committermegamage <none@none>2009-09-02 12:46:26 -0500
commit8efb15c52a7e79c4f312b643ec7933e608effe47 (patch)
treefed7753924bf0a7225b665f7deb1a14c7c4ea1f5 /src/game/Creature.h
parentc150629f8d9ef38a25e939354b931098517874cc (diff)
*Try to fix the bug that creature does not regenerate after evade.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.h')
-rw-r--r--src/game/Creature.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Creature.h b/src/game/Creature.h
index 6991e598d2b..63baee1799b 100644
--- a/src/game/Creature.h
+++ b/src/game/Creature.h
@@ -529,7 +529,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
uint32 getLevelForTarget(Unit const* target) const; // overwrite Unit::getLevelForTarget for boss level support
- bool IsInEvadeMode() const;
+ bool IsInEvadeMode() const { return hasUnitState(UNIT_STAT_EVADE); }
bool AIM_Initialize(CreatureAI* ai = NULL);
void Motion_Initialize();