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authorShauren <shauren.trinity@gmail.com>2011-04-22 21:59:37 +0200
committerShauren <shauren.trinity@gmail.com>2011-04-22 21:59:37 +0200
commitd73ffc9e81747ef642b47f248d38144c9ead9705 (patch)
treeeef791a402b2a73cc8d606f82e478de44436049f /src/server/game/AI/CreatureAI.cpp
parent7f73962c91b5e8c4f7b9babb0388bb8564bac761 (diff)
Core/Vehicles:
* Added generic solution for vehicle accessories not relying on AI calls * Only accessories marked as minion will be respawned when the vehicle enters evade mode * Notify the summoner's AI when vehicle accessory fails to install and despawns
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rwxr-xr-xsrc/server/game/AI/CreatureAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 92a2227fe8b..09640661fd5 100755
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -155,7 +155,7 @@ void CreatureAI::EnterEvadeMode()
Reset();
if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
- me->GetVehicleKit()->Reset();
+ me->GetVehicleKit()->Reset(true);
}
/*void CreatureAI::AttackedBy(Unit* attacker)