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authorTreeston <treeston.mmoc@gmail.com>2019-07-29 00:13:40 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-17 21:50:47 +0100
commit3269c4278933d65ef0df619a50cbd0b851cab4fc (patch)
treed6c59a74d75da86ffdf70ad64b4e1b58c117beee /src/server/game/Grids/ObjectGridLoader.cpp
parent59f95b757260be9b60b112d8297e70eb0710f879 (diff)
Core/AI: No longer do strange things when told to enter evade mode while there's no need to do so, typically by terrible legacy code.
(cherry picked from commit 163f44c1b08cc043b114585922bd08664434bf92)
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rw-r--r--src/server/game/Grids/ObjectGridLoader.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index 8d7ba4994e0..00d590467a1 100644
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -265,10 +265,7 @@ void ObjectGridStoper::Visit(CreatureMapType &m)
iter->GetSource()->RemoveAllDynObjects();
iter->GetSource()->RemoveAllAreaTriggers();
if (iter->GetSource()->IsInCombat())
- {
iter->GetSource()->CombatStop();
- iter->GetSource()->AI()->EnterEvadeMode();
- }
}
}