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-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h4
2 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index e6cff2f35d0..9c9dfd8930b 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -525,12 +525,12 @@ void BossAI::_JustReachedHome()
me->setActive(false);
}
-void BossAI::_JustEngagedWith()
+void BossAI::_JustEngagedWith(Unit* who)
{
if (instance)
{
// bosses do not respawn, check only on enter combat
- if (!instance->CheckRequiredBosses(_bossId))
+ if (!instance->CheckRequiredBosses(_bossId, who->ToPlayer()))
{
EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
return;
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
index 483c9b45cf4..150f3323833 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -326,7 +326,7 @@ class TC_GAME_API BossAI : public ScriptedAI
virtual void ScheduleTasks() { }
void Reset() override { _Reset(); }
- void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
+ void JustEngagedWith(Unit* who) override { _JustEngagedWith(who); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
void JustReachedHome() override { _JustReachedHome(); }
@@ -334,7 +334,7 @@ class TC_GAME_API BossAI : public ScriptedAI
protected:
void _Reset();
- void _JustEngagedWith();
+ void _JustEngagedWith(Unit* who);
void _JustDied();
void _JustReachedHome();
void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);