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-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp2
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
2 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 31ecfdc62f6..b8a0e5445d0 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -883,6 +883,8 @@ void GameObject::Update(uint32 diff)
{
m_Events.Update(diff);
+ WorldObject::Update(diff);
+
if (AI())
AI()->UpdateAI(diff);
else if (!AIM_Initialize())
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 69d54dc4ea0..bad61444e83 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -452,6 +452,8 @@ void Unit::Update(uint32 p_time)
_UpdateSpells(p_time);
+ WorldObject::Update(p_time);
+
// If this is set during update SetCantProc(false) call is missing somewhere in the code
// Having this would prevent spells from being proced, so let's crash
ASSERT(!m_procDeep);