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authorMeji <alvaro.megias@outlook.com>2023-11-25 14:04:33 +0100
committerGitHub <noreply@github.com>2023-11-25 14:04:33 +0100
commitc1b36eec5678090654dfd65a3fef29ea8ada6ef2 (patch)
tree591eba3a01a109334c05144a68f738bd61f3cc1e /src/server/scripts/BrokenIsles
parent1c6ee8a6bd4330625f6b1b90706ebbcb9536246d (diff)
Core/Units: Update PlayHoverAnim state when flying or hovering (#29434)
Diffstat (limited to 'src/server/scripts/BrokenIsles')
-rw-r--r--src/server/scripts/BrokenIsles/zone_mardum.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/server/scripts/BrokenIsles/zone_mardum.cpp b/src/server/scripts/BrokenIsles/zone_mardum.cpp
index e01c5f9d638..d35adf8a09a 100644
--- a/src/server/scripts/BrokenIsles/zone_mardum.cpp
+++ b/src/server/scripts/BrokenIsles/zone_mardum.cpp
@@ -1128,7 +1128,6 @@ struct npc_baleful_beaming_eye : public ScriptedAI
void JustAppeared() override
{
me->SetDisplayId(DISPLAYID_BALEFUL_EYE, true);
- me->SetPlayHoverAnim(true);
DoCastSelf(SPELL_BALEFUL_BEAMING_EYE_CREATE_AT);
// ToDo: rotation isn't changing orientation, turnspeed should be random
me->GetMotionMaster()->MoveRotate(0, 10000, RAND(ROTATE_DIRECTION_LEFT, ROTATE_DIRECTION_RIGHT));