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authorccrs <ccrs@users.noreply.github.com>2017-08-21 20:28:18 +0200
committerccrs <ccrs@users.noreply.github.com>2017-08-21 20:28:18 +0200
commit91c0d49c188977c3d797f5749b1204612ce50195 (patch)
treee9b0eeb53a55666a9be0a057c41599ead00363f6 /src/server/game/AI/SmartScripts
parent5f8ee9a01eee5f80d1186b3ff932fe30505eea49 (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.cpp2
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: