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authorSnapperRy <snapperryen@gmail.com>2016-10-10 13:58:07 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-09-05 12:14:15 +0200
commit8cb536806206a12b0ebc0b6735845294fb161aba (patch)
treeb24cd62fc548d75a649a6dc73a8cbab55d6a528e /src
parent0b4088fdb81b0ac5bcbd3d9d603c1687e3875b29 (diff)
Core/SAI: don't reset event phase when npc evades/resets.
The scripts themselves should take care of that. (cherry picked from commit 5267381e39c23797bfad22c5433910ecf155145c)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index 9bfa1e2aa64..a78036a291e 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -177,7 +177,6 @@ Creature* SmartScript::FindCreatureNear(WorldObject* searchObject, ObjectGuid::L
void SmartScript::OnReset()
{
- SetPhase(0);
ResetBaseObject();
for (SmartAIEventList::iterator i = mEvents.begin(); i != mEvents.end(); ++i)
{