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authormegamage <none@none>2009-05-18 15:09:34 -0500
committermegamage <none@none>2009-05-18 15:09:34 -0500
commit2cdb3865aa0b7eeccd99ba15c81f4d0720c71f1f (patch)
tree75508f5ff71a75562fbd6d0f851eb5b568b26a6e /src/game/CreatureEventAI.cpp
parentbd87c96f4cf9c3f312f63a1815df47e1ad5a1cc8 (diff)
[7845] Implement reload support for creature eventAI tables. Author: evilstar
--HG-- branch : trunk
Diffstat (limited to 'src/game/CreatureEventAI.cpp')
-rw-r--r--src/game/CreatureEventAI.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp
index 5c89e5d9022..3b8df3419da 100644
--- a/src/game/CreatureEventAI.cpp
+++ b/src/game/CreatureEventAI.cpp
@@ -41,6 +41,7 @@ int CreatureEventAI::Permissible(const Creature *creature)
CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
{
+ // Need make copy for filter unneeded steps and safe in case table reload
CreatureEventAI_Event_Map::const_iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(m_creature->GetEntry());
if (CreatureEvents != CreatureEAI_Mgr.GetCreatureEventAIMap().end())
{