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| author | ccrs <ccrs@users.noreply.github.com> | 2017-08-21 20:28:18 +0200 |
|---|---|---|
| committer | ccrs <ccrs@users.noreply.github.com> | 2017-08-21 20:28:18 +0200 |
| commit | 91c0d49c188977c3d797f5749b1204612ce50195 (patch) | |
| tree | e9b0eeb53a55666a9be0a057c41599ead00363f6 /src/server/game/AI/SmartScripts | |
| parent | 5f8ee9a01eee5f80d1186b3ff932fe30505eea49 (diff) | |
Core/Creature: regenerate health
There are three possible scenarios regarding regenerating health
- db lock and curhealth set to > 0
- db lock and curhealth set to 0
- dynamic lock (set in scripts and such) overriding db lock
Diffstat (limited to 'src/server/game/AI/SmartScripts')
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartScript.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp index 7f002ed6671..da129242cc2 100644 --- a/src/server/game/AI/SmartScripts/SmartScript.cpp +++ b/src/server/game/AI/SmartScripts/SmartScript.cpp @@ -1900,7 +1900,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u { for (WorldObject* target : targets) if (IsCreature(target)) - target->ToCreature()->setRegeneratingHealth(e.action.setHealthRegen.regenHealth != 0); + target->ToCreature()->SetRegenerateHealth(e.action.setHealthRegen.regenHealth != 0); break; } case SMART_ACTION_SET_ROOT: |
