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authorHelloKitty <andrew.blakely@ymail.com>2018-09-25 10:21:04 -0500
committerjackpoz <giacomopoz@gmail.com>2018-09-25 17:21:04 +0200
commitd5888a5f8f498790dccde186325ab5bec87b066d (patch)
tree91b59c42a217e89d71d6a6322c26822d63943809 /src
parentc4e561ee130f0cb77b33f11cddecd56a455f8d63 (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.
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 20e9083d7c1..7cbb2e3d2ba 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -620,9 +620,13 @@ 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;
}