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-rw-r--r--src/server/game/AI/CoreAI/CombatAI.cpp15
-rw-r--r--src/server/game/AI/CoreAI/CombatAI.h1
2 files changed, 10 insertions, 6 deletions
diff --git a/src/server/game/AI/CoreAI/CombatAI.cpp b/src/server/game/AI/CoreAI/CombatAI.cpp
index 85088bbeff4..e08bd65c091 100644
--- a/src/server/game/AI/CoreAI/CombatAI.cpp
+++ b/src/server/game/AI/CoreAI/CombatAI.cpp
@@ -272,7 +272,7 @@ void TurretAI::UpdateAI(uint32 /*diff*/)
//VehicleAI
//////////////
-VehicleAI::VehicleAI(Creature* c) : CreatureAI(c), m_vehicle(c->GetVehicleKit()), m_IsVehicleInUse(false), m_ConditionsTimer(VEHICLE_CONDITION_CHECK_TIME)
+VehicleAI::VehicleAI(Creature* c) : CreatureAI(c), m_IsVehicleInUse(false), m_ConditionsTimer(VEHICLE_CONDITION_CHECK_TIME)
{
LoadConditions();
m_DoDismiss = false;
@@ -291,7 +291,9 @@ void VehicleAI::UpdateAI(uint32 diff)
m_DoDismiss = false;
me->SetVisible(false);
me->DespawnOrUnsummon();
- }else m_DismissTimer -= diff;
+ }
+ else
+ m_DismissTimer -= diff;
}
}
@@ -310,6 +312,7 @@ void VehicleAI::OnCharmed(bool apply)
}
else if (apply)
m_DoDismiss = false;//in use again
+
m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
m_IsVehicleInUse = apply;
}
@@ -327,8 +330,8 @@ void VehicleAI::CheckConditions(const uint32 diff)
{
if (!conditions.empty())
{
- for (SeatMap::iterator itr = m_vehicle->Seats.begin(); itr != m_vehicle->Seats.end(); ++itr)
- if (Unit* passenger = ObjectAccessor::GetUnit(*m_vehicle->GetBase(), itr->second.Passenger.Guid))
+ for (SeatMap::iterator itr = me->GetVehicleKit()->Seats.begin(); itr != me->GetVehicleKit()->Seats.end(); ++itr)
+ if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
{
if (Player* player = passenger->ToPlayer())
{
@@ -341,5 +344,7 @@ void VehicleAI::CheckConditions(const uint32 diff)
}
}
m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
- } else m_ConditionsTimer -= diff;
+ }
+ else
+ m_ConditionsTimer -= diff;
}
diff --git a/src/server/game/AI/CoreAI/CombatAI.h b/src/server/game/AI/CoreAI/CombatAI.h
index 315ff861da9..11dfe7baed4 100644
--- a/src/server/game/AI/CoreAI/CombatAI.h
+++ b/src/server/game/AI/CoreAI/CombatAI.h
@@ -105,7 +105,6 @@ struct VehicleAI : public CreatureAI
void OnCharmed(bool apply);
private:
- Vehicle* m_vehicle;
bool m_IsVehicleInUse;
void LoadConditions();
void CheckConditions(const uint32 diff);