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authorSubv <subv2112@gmail.com>2014-06-24 23:00:54 -0500
committerSubv <subv2112@gmail.com>2014-06-24 23:01:12 -0500
commit1320c9f8d60d36624c1aa920533622eb84494812 (patch)
tree4c1fae466357bc2bc66257200dc802bf905679a8 /src
parentdb0fe628a2618e02bf355d0b55960331f349ff7f (diff)
Core/SmartAI: Allow the use of SMART_ACTION_SET_EVENT_PHASE with SMART_EVENT_RESPAWN.
Closes #9289
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp
index e36433dd8c0..af47b52f500 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.cpp
+++ b/src/server/game/AI/SmartScripts/SmartAI.cpp
@@ -537,9 +537,9 @@ void SmartAI::JustRespawned()
me->SetVisible(true);
if (me->getFaction() != me->GetCreatureTemplate()->faction)
me->RestoreFaction();
- GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
mJustReset = true;
JustReachedHome();
+ GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
mFollowGuid = 0;//do not reset follower on Reset(), we need it after combat evade
mFollowDist = 0;
mFollowAngle = 0;