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-rw-r--r--src/game/Creature.cpp2
-rw-r--r--src/game/OutdoorPvPObjectiveAI.cpp4
2 files changed, 3 insertions, 3 deletions
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index 8a7b8f5c47d..9949effb975 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -616,7 +616,7 @@ void Creature::InitPossessedAI()
if (!isPossessed()) return;
if (!i_AI_possessed)
- i_AI_possessed = new PossessedAI(*this);
+ i_AI_possessed = new PossessedAI(this);
// Signal the old AI that it's been disabled
i_AI->OnPossess(true);
diff --git a/src/game/OutdoorPvPObjectiveAI.cpp b/src/game/OutdoorPvPObjectiveAI.cpp
index ab82b6633ae..a99afbfbe5a 100644
--- a/src/game/OutdoorPvPObjectiveAI.cpp
+++ b/src/game/OutdoorPvPObjectiveAI.cpp
@@ -27,8 +27,8 @@
OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : i_creature(*c)
{
- sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", c.GetGUIDLow());
- c.SetReactState(REACT_AGGRESSIVE);
+ sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", i_creature.GetGUIDLow());
+ i_creature.SetReactState(REACT_AGGRESSIVE);
}
void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u)