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authormegamage <none@none>2009-09-04 10:11:23 -0500
committermegamage <none@none>2009-09-04 10:11:23 -0500
commit9aab2564e77dcf16ed9b577a47b8f04d0b17c0d5 (patch)
tree00af1a010cc98d4d677803b44f3f9fb248452bf7 /src
parent7a877b39aad8e6a2fb062cd47143e0a099099e2c (diff)
*Try to fix the bug that some bosses stuck in combat
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/CreatureAIImpl.h9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/game/CreatureAIImpl.h b/src/game/CreatureAIImpl.h
index 09efb138574..b35d5d7ed01 100644
--- a/src/game/CreatureAIImpl.h
+++ b/src/game/CreatureAIImpl.h
@@ -340,12 +340,17 @@ inline bool CreatureAI::UpdateVictim()
inline bool CreatureAI::_EnterEvadeMode()
{
- if(me->IsInEvadeMode() || !me->isAlive())
+ if(!me->isAlive())
return false;
- me->RemoveAllAuras();
+ // sometimes bosses stuck in combat?
me->DeleteThreatList();
me->CombatStop(true);
+
+ if(me->IsInEvadeMode())
+ return false;
+
+ me->RemoveAllAuras();
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
me->ResetPlayerDamageReq();