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authorShauren <shauren.dev@gmail.com>2011-01-02 21:33:37 +0100
committerShauren <shauren.dev@gmail.com>2011-01-02 21:33:37 +0100
commit9c0cd63e933ece1a9b878b90103b305358202d25 (patch)
tree03f63fa2a44ea6af7c1989c0b7979ba28b3feb06 /src/server/game/AI/ScriptedAI
parentc2f98606b2d0c33f13b55c07c4c0e55d3d959676 (diff)
Core/Scripts: Added wrapper method for despawning creatures DespawnOrUnsummon
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp6
2 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 330c13ba01e..c41ce1881d8 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -246,7 +246,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
me->Respawn();
}
else
- me->ForcedDespawn();
+ me->DespawnOrUnsummon();
return;
}
@@ -287,7 +287,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
me->Respawn();
}
else
- me->ForcedDespawn();
+ me->DespawnOrUnsummon();
return;
}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 415d4dcc07a..06fb3bc667a 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -192,7 +192,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
sLog->outDebug("TSCR: FollowerAI is set completed, despawns.");
- me->ForcedDespawn();
+ me->DespawnOrUnsummon();
return;
}
@@ -232,7 +232,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
if (bIsMaxRangeExceeded)
{
sLog->outDebug("TSCR: FollowerAI failed because player/group was to far away or not found");
- me->ForcedDespawn();
+ me->DespawnOrUnsummon();
return;
}
@@ -266,7 +266,7 @@ void FollowerAI::MovementInform(uint32 uiMotionType, uint32 uiPointId)
AddFollowState(STATE_FOLLOW_RETURNING);
}
else
- me->ForcedDespawn();
+ me->DespawnOrUnsummon();
}
}