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authorTreeston <treeston.mmoc@gmail.com>2018-08-23 14:33:28 +0200
committerShauren <shauren.trinity@gmail.com>2021-10-22 23:47:51 +0200
commite4e8c1c59c8b37216814526b4d2551f23934f465 (patch)
treea135fb3fc2adff0bded65f29d0e165b668a63c5c /src/server/game/Scripting/ScriptMgr.cpp
parent6a91fe3fbe28e3bf36ab6107b9c6cbb842f65262 (diff)
Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans
(cherry picked from commit 042f5515e4f3e52b0d2e23d9b9e147041849ce12)
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.cpp')
-rw-r--r--src/server/game/Scripting/ScriptMgr.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.cpp b/src/server/game/Scripting/ScriptMgr.cpp
index b5e587eb149..b1022b43967 100644
--- a/src/server/game/Scripting/ScriptMgr.cpp
+++ b/src/server/game/Scripting/ScriptMgr.cpp
@@ -479,7 +479,9 @@ class CreatureGameObjectAreaTriggerScriptRegistrySwapHooks
if (!creature->IsAlive())
return;
- creature->AI_InitializeAndEnable();
+ creature->AI()->InitializeAI();
+ if (creature->GetVehicleKit())
+ creature->GetVehicleKit()->Reset();
creature->AI()->EnterEvadeMode();
// Cast a dummy visual spell asynchronously here to signal