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authorHelloKitty <andrew.blakely@ymail.com>2018-09-25 10:21:04 -0500
committerShauren <shauren.trinity@gmail.com>2021-11-11 21:39:29 +0100
commit80d920dab5d8688fda19b612ec58bcb1a576cbc0 (patch)
tree8dccd387552db3cd720bef260477306a8bb56063 /src
parente79cb1da2cd8b905d2103df548e298656684c9dd (diff)
Fix issue in Creature::UpdateEntry and CMSG_GOSSIP_SELECT_OPTION (#22469)
Address #22467 making it so that script doesn't look like it was reload and thus causing gossip to fail once after update. (cherry picked from commit d5888a5f8f498790dccde186325ab5bec87b066d)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 7d67aad21f0..92feefa27e3 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -674,9 +674,13 @@ bool Creature::UpdateEntry(uint32 entry, CreatureData const* data /*= nullptr*/,
UpdateMovementFlags();
LoadCreaturesAddon();
+
LoadTemplateImmunities();
-
GetThreatManager().EvaluateSuppressed();
+
+ //We must update last scriptId or it looks like we reloaded a script, breaking some things such as gossip temporarily
+ LastUsedScriptID = GetScriptId();
+
return true;
}