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-rw-r--r--src/server/game/AI/CreatureAI.cpp20
-rw-r--r--src/server/game/AI/CreatureAI.h3
-rw-r--r--src/server/game/Groups/Group.cpp6
3 files changed, 5 insertions, 24 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 47b0ba40812..1a468a4e8a1 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -36,9 +36,7 @@
AISpellInfoType* UnitAI::AISpellInfo;
AISpellInfoType* GetAISpellInfo(uint32 i) { return &UnitAI::AISpellInfo[i]; }
-CreatureAI::CreatureAI(Creature* creature)
- : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), _moveInLOSLocked(false),
- _wasEngaged(false)
+CreatureAI::CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), _moveInLOSLocked(false)
{
}
@@ -155,9 +153,6 @@ void CreatureAI::TriggerAlert(Unit const* who) const
void CreatureAI::EnterEvadeMode(EvadeReason why)
{
- // Set the WasEngaged flag to false to ensure we don't evade twice
- SetWasEngaged(false);
-
if (!_EnterEvadeMode(why))
return;
@@ -184,11 +179,7 @@ void CreatureAI::EnterEvadeMode(EvadeReason why)
bool CreatureAI::UpdateVictim()
{
- bool wasEngaged = SetWasEngaged(me->IsEngaged());
-
- // Don't skip the checks below if we were engaged in the tick before and are not engaged anymore now
- // (and we didn't evade yet. Notice that EnterEvadeMode() calls SetWasEngaged(false) )
- if (!wasEngaged && !me->IsEngaged())
+ if (!me->IsEngaged())
return false;
if (!me->HasReactState(REACT_PASSIVE))
@@ -366,10 +357,3 @@ Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flight
pos.m_positionZ += flightZ;
return me->SummonCreature(entry, pos, summonType, despawnTime);
}
-
-bool CreatureAI::SetWasEngaged(bool value)
-{
- bool previousValue = _wasEngaged;
- _wasEngaged = value;
- return previousValue;
-}
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index 39014837555..5931b447d06 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -243,11 +243,8 @@ class TC_GAME_API CreatureAI : public UnitAI
private:
void OnOwnerCombatInteraction(Unit* target);
- // Returns the value of IsEngaged() from the previous tick
- bool SetWasEngaged(bool value);
bool _moveInLOSLocked;
- bool _wasEngaged;
};
#endif
diff --git a/src/server/game/Groups/Group.cpp b/src/server/game/Groups/Group.cpp
index 05b0aab0164..b46fe069cfb 100644
--- a/src/server/game/Groups/Group.cpp
+++ b/src/server/game/Groups/Group.cpp
@@ -2173,7 +2173,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
// do not reset the instance, just unbind if others are permanently bound to it
if (isEmpty && instanceSave->CanReset())
{
- if (map && isRaidGroup() && map->IsDungeon() && SendMsgTo)
+ if (map && this->isRaidGroup() && map->IsDungeon() && SendMsgTo)
{
AreaTrigger const * const instanceEntrance = sObjectMgr->GetGoBackTrigger(map->GetId());
@@ -2184,7 +2184,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
WorldSafeLocsEntry const * graveyardLocation = sObjectMgr->GetClosestGraveyard(instanceEntrance->target_X, instanceEntrance->target_Y, instanceEntrance->target_Z, instanceEntrance->target_mapId, SendMsgTo->GetTeam());;
uint32 const zoneId = sMapMgr->GetZoneId(graveyardLocation->map_id, graveyardLocation->x, graveyardLocation->y, graveyardLocation->z);
- for (const MemberSlot &member : GetMemberSlots())
+ for (const MemberSlot &member : this->GetMemberSlots())
{
if (!ObjectAccessor::FindConnectedPlayer(member.guid))
{
@@ -2196,7 +2196,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
stmt->setFloat(3, instanceEntrance->target_Orientation);
stmt->setUInt32(4, graveyardLocation->map_id);
stmt->setUInt32(5, zoneId);
- stmt->setUInt32(6, member.guid.GetCounter());
+ stmt->setUInt32(6, member.guid);
stmt->setUInt32(7, map->GetId());
CharacterDatabase.Execute(stmt);