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authorOvahlord <dreadkiller@gmx.de>2024-04-28 16:09:43 +0200
committerGitHub <noreply@github.com>2024-04-28 16:09:43 +0200
commit11f32a2427caf7064947b03f3256e06d27fe6327 (patch)
tree7986280ecbe14c2eb757df52ac7afa9e2a0f60f0 /src/server/game/AI/ScriptedAI
parent250984a7b7b9016fc675dd4cfe0d29d164cc61bd (diff)
Core/Creatures: moved combat pulse into heartbeat handling and implemented CREATURE_STATIC_FLAG_2_FORCE_PARTY_MEMBERS_INTO_COMBAT (#29946)
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 576346aa47d..e016c30289b 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -543,7 +543,6 @@ void BossAI::_Reset()
if (!me->IsAlive())
return;
- me->SetCombatPulseDelay(0);
me->ResetLootMode();
events.Reset();
summons.DespawnAll();
@@ -579,9 +578,7 @@ void BossAI::_JustEngagedWith(Unit* who)
instance->SetBossState(_bossId, IN_PROGRESS);
}
- me->SetCombatPulseDelay(5);
me->setActive(true);
- DoZoneInCombat();
ScheduleTasks();
}