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-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.cpp2
-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.h2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp
index 393b748b53a..083d6a8c796 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.cpp
+++ b/src/server/game/AI/SmartScripts/SmartAI.cpp
@@ -555,7 +555,7 @@ void SmartAI::JustReachedHome()
me->GetMotionMaster()->MoveIdle(); // wait the order of leader
}
-void SmartAI::EnterCombat(Unit* enemy)
+void SmartAI::JustEngagedWith(Unit* enemy)
{
if (IsAIControlled())
me->InterruptNonMeleeSpells(false); // must be before ProcessEvents
diff --git a/src/server/game/AI/SmartScripts/SmartAI.h b/src/server/game/AI/SmartScripts/SmartAI.h
index 43911dda04c..e7ea26891b8 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.h
+++ b/src/server/game/AI/SmartScripts/SmartAI.h
@@ -83,7 +83,7 @@ class TC_GAME_API SmartAI : public CreatureAI
void JustReachedHome() override;
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
- void EnterCombat(Unit* enemy) override;
+ void JustEngagedWith(Unit* enemy) override;
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER) override;