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authorSnapperRy <snapperryen@gmail.com>2016-10-14 22:34:08 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-10-03 15:31:09 +0200
commit53dde7e2ca04dd2773eaad751ac04a7ab3fcf75f (patch)
treecce97cba6388f58c9dd8eb105e9ab2d44181a62a /src
parentd4fa2cf43fd37122be7ffa32af126697b8c37acb (diff)
Core/SAI: always use DespawnOrUnsummon() for SMART_ACTION_FORCE_DESPAWN.
SmartAI uses that same method internally, so there's no need to handle it in two different ways. Does not affect functionality, but prevents useless SAI error log in case the target creature is not using SAI. (cherry picked from commit 727f77ec6ab9b507d86ffc482b2801fb5b9b907e)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp12
1 files changed, 1 insertions, 11 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index a0405a5658f..58353d29650 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -1230,20 +1230,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
break;
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
- {
if (Creature* target = (*itr)->ToCreature())
- {
- if (target->IsAlive() && IsSmart(target))
- {
- ENSURE_AI(SmartAI, target->AI())->SetDespawnTime(e.action.forceDespawn.delay + 1, e.action.forceDespawn.respawn); // Next tick
- ENSURE_AI(SmartAI, target->AI())->StartDespawn();
- }
- else
- target->DespawnOrUnsummon(e.action.forceDespawn.delay, Seconds(e.action.forceDespawn.respawn));
- }
+ target->DespawnOrUnsummon(e.action.forceDespawn.delay, Seconds(e.action.forceDespawn.respawn));
else if (GameObject* goTarget = (*itr)->ToGameObject())
goTarget->SetRespawnTime(e.action.forceDespawn.delay + 1);
- }
delete targets;
break;