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authorTreeston <treeston.mmoc@gmail.com>2018-08-23 14:33:28 +0200
committerTreeston <treeston.mmoc@gmail.com>2018-08-23 16:34:42 +0200
commit042f5515e4f3e52b0d2e23d9b9e147041849ce12 (patch)
treee9bd421089edfd6098a96300393d086875f9a054 /src/server/game/Events/GameEventMgr.cpp
parent0e4a49b0a4c86eb4a2d0d128e24bc8aaabb47e31 (diff)
Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans
Diffstat (limited to 'src/server/game/Events/GameEventMgr.cpp')
-rw-r--r--src/server/game/Events/GameEventMgr.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Events/GameEventMgr.cpp b/src/server/game/Events/GameEventMgr.cpp
index e2930f42552..89c9d27efe7 100644
--- a/src/server/game/Events/GameEventMgr.cpp
+++ b/src/server/game/Events/GameEventMgr.cpp
@@ -1687,7 +1687,7 @@ public:
void Visit(std::unordered_map<ObjectGuid, Creature*>& creatureMap)
{
for (auto const& p : creatureMap)
- if (p.second->IsInWorld() && p.second->IsAIEnabled)
+ if (p.second->IsInWorld() && p.second->IsAIEnabled())
p.second->AI()->OnGameEvent(_activate, _eventId);
}