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-rw-r--r--src/server/game/AI/CoreAI/PassiveAI.h1
-rw-r--r--src/server/game/AI/CoreAI/PetAI.h1
-rw-r--r--src/server/game/AI/CoreAI/TotemAI.h1
3 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/AI/CoreAI/PassiveAI.h b/src/server/game/AI/CoreAI/PassiveAI.h
index ba8e4d1279c..0ccd10ad10b 100644
--- a/src/server/game/AI/CoreAI/PassiveAI.h
+++ b/src/server/game/AI/CoreAI/PassiveAI.h
@@ -57,6 +57,7 @@ class TC_GAME_API NullCreatureAI : public CreatureAI
void MoveInLineOfSight(Unit*) override { }
void AttackStart(Unit*) override { }
void UpdateAI(uint32) override { }
+ void JustAppeared() override { }
void EnterEvadeMode(EvadeReason /*why*/) override { }
void OnCharmed(bool /*isNew*/) override { }
diff --git a/src/server/game/AI/CoreAI/PetAI.h b/src/server/game/AI/CoreAI/PetAI.h
index 840b0ec68a1..1c9632d2920 100644
--- a/src/server/game/AI/CoreAI/PetAI.h
+++ b/src/server/game/AI/CoreAI/PetAI.h
@@ -51,6 +51,7 @@ class TC_GAME_API PetAI : public CreatureAI
void MoveInLineOfSight(Unit* /*who*/) override { } // CreatureAI interferes with returning pets
void MoveInLineOfSight_Safe(Unit* /*who*/) { } // CreatureAI interferes with returning pets
+ void JustAppeared() override { } // we will control following manually
void EnterEvadeMode(EvadeReason /*why*/) override { } // For fleeing, pets don't use this type of Evade mechanic
private:
diff --git a/src/server/game/AI/CoreAI/TotemAI.h b/src/server/game/AI/CoreAI/TotemAI.h
index d6f31635b85..a9f237a865b 100644
--- a/src/server/game/AI/CoreAI/TotemAI.h
+++ b/src/server/game/AI/CoreAI/TotemAI.h
@@ -32,6 +32,7 @@ class TC_GAME_API TotemAI : public CreatureAI
void MoveInLineOfSight(Unit* who) override;
void AttackStart(Unit* victim) override;
+ void JustAppeared() override { }
void EnterEvadeMode(EvadeReason /*why*/) override;
void UpdateAI(uint32 diff) override;