aboutsummaryrefslogtreecommitdiff
path: root/src/game/CreatureEventAI.cpp
diff options
context:
space:
mode:
authormegamage <none@none>2009-05-22 03:09:24 -0500
committermegamage <none@none>2009-05-22 03:09:24 -0500
commit5888134e4dcf1cac3b877599c7c0700ff8001cda (patch)
tree8e9134b051c4b4390b24ffd17ebf32649f6519da /src/game/CreatureEventAI.cpp
parent6e6d10e3e95643cb2adee2f6a83872a1c7fef1f8 (diff)
*Fix a bug that owner cannot recall pet when pet is attacking target.
--HG-- branch : trunk
Diffstat (limited to 'src/game/CreatureEventAI.cpp')
-rw-r--r--src/game/CreatureEventAI.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp
index cd6e58361e6..c2ae915c9a4 100644
--- a/src/game/CreatureEventAI.cpp
+++ b/src/game/CreatureEventAI.cpp
@@ -1014,10 +1014,6 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
//Check if we are in combat (also updates calls threat update code)
bool Combat = UpdateVictim();
- //Must return if creature isn't alive. Normally select hostil target and get victim prevent this
- if (!m_creature->isAlive())
- return;
-
if (!bEmptyList)
{
//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events