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authorsirikfoll <sirikfoll@hotmail.com>2018-01-26 19:18:10 -0200
committersirikfoll <sirikfoll@hotmail.com>2018-01-26 19:18:10 -0200
commit42c9289be36af9bc0c56ded0c296e058e862a349 (patch)
tree4f9e9280a1d477078c5b7cdfb6d7b501b2974e97 /src/server/game/AI/SmartScripts
parentdb525a14011a9c0678094903ccb5f84248a91f2d (diff)
Core/SmartAI: Remove duplicate OnReset() call
It is already called for every creature in SmartAI::InitializeAI(), removing the one from SmartAI::JustAppeared to keep as much as possible of the old behavior, because JustAppeared is called on the next tick after InitializeAI Closes #20881 Closes #20771
Diffstat (limited to 'src/server/game/AI/SmartScripts')
-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp
index d1bc18ba21f..51e92351f88 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.cpp
+++ b/src/server/game/AI/SmartScripts/SmartAI.cpp
@@ -527,7 +527,6 @@ void SmartAI::JustAppeared()
if (me->GetFaction() != me->GetCreatureTemplate()->faction)
me->RestoreFaction();
- GetScript()->OnReset();
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
mFollowGuid.Clear(); // do not reset follower on Reset(), we need it after combat evade