From 26b084a90ff3e4f0601e72c283bd3296d4640585 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. --- src/server/game/AI/SmartScripts/SmartAI.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/server/game/AI/SmartScripts') diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 8e9bd7cdff7..2bf97086957 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -653,8 +653,8 @@ void SmartAI::OnCharmed(bool apply) { GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, NULL, 0, 0, apply); - if (!apply && !me->IsInEvadeMode() && me->GetCharmerGUID()) - if (Unit* charmer = ObjectAccessor::GetUnit(*me, me->GetCharmerGUID())) + if (!apply && !me->IsInEvadeMode()) + if (Unit* charmer = me->GetCharmer()) AttackStart(charmer); } -- cgit v1.2.3