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authorxinef1 <w.szyszko2@gmail.com>2017-01-27 23:42:50 +0100
committerShauren <shauren.trinity@gmail.com>2018-12-09 14:18:42 +0100
commitd8f701e1ac53eff890c785dcd06eb7b1808201ee (patch)
treea440f04e05567be7b5c257d05a48a182a56716d4 /src
parent2b20cb5a64d35ec0db874a94b927d78659c2f469 (diff)
Properly clear focused target on evade (#18992)
Closes #18095 (cherry-picked from 3c81a9a6d429b157a41628f35725b0cd7a469e9b)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/CreatureAI.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 82cb9b893f7..6b3750325ca 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -280,6 +280,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
me->ResetPlayerDamageReq();
me->SetLastDamagedTime(0);
me->SetCannotReachTarget(false);
+ me->DoNotReacquireTarget();
if (me->IsInEvadeMode())
return false;