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authorShauren <shauren.trinity@gmail.com>2020-01-14 23:53:08 +0100
committerShauren <shauren.trinity@gmail.com>2021-12-20 21:40:47 +0100
commit5d02739b989a66e1d4326035e53ad889be3eeab6 (patch)
tree0d46290f3714840f23b31ca0c79fadefb64919fb /src/server/game/AI/ScriptedAI
parent45585b53053b215a4ab225b8c803f6fc6616eb74 (diff)
Scripts: Fix rbac permission for skipping default boss sequencing check
(cherry picked from commit e660c8bc19198d9e2e912c5243498469f75b0ee6)
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h4
2 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 7c12e931d23..2a94a0e69fa 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -529,12 +529,12 @@ void BossAI::_JustReachedHome()
me->setActive(false);
}
-void BossAI::_JustEngagedWith()
+void BossAI::_JustEngagedWith(Unit* who)
{
if (instance)
{
// bosses do not respawn, check only on enter combat
- if (!instance->CheckRequiredBosses(_bossId))
+ if (!instance->CheckRequiredBosses(_bossId, who->ToPlayer()))
{
EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
return;
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
index dbeae11f4c5..36849b37025 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -329,7 +329,7 @@ class TC_GAME_API BossAI : public ScriptedAI
virtual void ScheduleTasks() { }
void Reset() override { _Reset(); }
- void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
+ void JustEngagedWith(Unit* who) override { _JustEngagedWith(who); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
void JustReachedHome() override { _JustReachedHome(); }
@@ -337,7 +337,7 @@ class TC_GAME_API BossAI : public ScriptedAI
protected:
void _Reset();
- void _JustEngagedWith();
+ void _JustEngagedWith(Unit* who);
void _JustDied();
void _JustReachedHome();
void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);