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authorsirikfoll <sirikfoll@hotmail.com>2016-03-14 19:09:18 -0300
committerNaios <naios-dev@live.de>2016-03-24 14:31:53 +0100
commitacf66813537385c34b620fc5f970d2df35a73d60 (patch)
tree66d447bfb0809dd23f2f353e9c466338d4307e4d /src
parent07d702e06ee7a80118a64c7eb74d5361c6f0e52b (diff)
Core/AI Remove Reset() call from JustRespawned() hook
* Not needed, and causes trouble when using _DespawnAtEvade() * Closes #16786
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/CreatureAI.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index 40dc4ffbc67..f175050e107 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -137,8 +137,8 @@ class TC_GAME_API CreatureAI : public UnitAI
virtual void AttackedBy(Unit* /*attacker*/) { }
virtual bool IsEscorted() const { return false; }
- // Called when creature is spawned or respawned (for reseting variables)
- virtual void JustRespawned() { Reset(); }
+ // Called when creature is spawned or respawned
+ virtual void JustRespawned() { }
// Called at waypoint reached or point movement finished
virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) { }