From f93730b160fbd5bf47e2abdbc86cec8780aab18e Mon Sep 17 00:00:00 2001 From: treeston Date: Wed, 16 Dec 2015 20:33:09 +0100 Subject: CreatureAI: Adjust AI behavior when a charm ends. OnCharmed will be invoked on the creature's base (non-charmed) AI, allowing the AI to react to the creature no longer being charmed. (cherry picked from commit 26b084a90ff3e4f0601e72c283bd3296d4640585) align fix (cherry picked from commit 58486fc19ad51eaff2ef1a4a5ddd8edfdedec28d) --- src/server/game/AI/CreatureAI.cpp | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) (limited to 'src/server/game/AI/CreatureAI.cpp') diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index 9b8187bbefa..379834a7e3d 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -29,11 +29,13 @@ #include "Language.h" //Disable CreatureAI when charmed -void CreatureAI::OnCharmed(bool /*apply*/) +void CreatureAI::OnCharmed(bool apply) { - //me->IsAIEnabled = !apply;*/ - me->NeedChangeAI = true; - me->IsAIEnabled = false; + if (apply) + { + me->NeedChangeAI = true; + me->IsAIEnabled = false; + } } AISpellInfoType* UnitAI::AISpellInfo; -- cgit v1.2.3