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authorShauren <shauren.trinity@gmail.com>2013-08-02 19:56:48 +0200
committerShauren <shauren.trinity@gmail.com>2013-08-02 19:56:48 +0200
commit20a61b6400b17d09f7fc78bc75783aff16e7a029 (patch)
treef5287095e14bd334e85163d41c0ed0f676d31085 /src/server/game/AI/CreatureAI.cpp
parent5ae86ee2a85923ed09b8b719ef98de759d22e0e8 (diff)
Core/Creatures: DoTs and self damage will no longer reset time since last damage taken for stopping creature from evading
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 09a6725485a..a494507919a 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -165,8 +165,6 @@ void CreatureAI::EnterEvadeMode()
if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
me->GetVehicleKit()->Reset(true);
-
- me->SetLastDamagedTime(0);
}
/*void CreatureAI::AttackedBy(Unit* attacker)
@@ -236,6 +234,7 @@ bool CreatureAI::_EnterEvadeMode()
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
me->ResetPlayerDamageReq();
+ me->SetLastDamagedTime(0);
if (me->IsInEvadeMode())
return false;