diff options
| author | Shauren <shauren.trinity@gmail.com> | 2020-01-14 23:53:08 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2020-01-14 23:53:08 +0100 |
| commit | e660c8bc19198d9e2e912c5243498469f75b0ee6 (patch) | |
| tree | 15a84d32a7de5a4d20faec9fcea8096123bc0a63 /src/server/game/AI/ScriptedAI | |
| parent | 2b024e8fbff24b071217cd88f052fdeaa48b47ba (diff) | |
Scripts: Fix rbac permission for skipping default boss sequencing check
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.cpp | 4 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.h | 4 |
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 e6cff2f35d0..9c9dfd8930b 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp @@ -525,12 +525,12 @@ 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 483c9b45cf4..150f3323833 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h @@ -326,7 +326,7 @@ 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(); } @@ -334,7 +334,7 @@ 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); |
