From 727f77ec6ab9b507d86ffc482b2801fb5b9b907e Mon Sep 17 00:00:00 2001 From: SnapperRy Date: Fri, 14 Oct 2016 22:34:08 +0200 Subject: Core/SAI: always use DespawnOrUnsummon() for SMART_ACTION_FORCE_DESPAWN. SmartAI uses that same method internally, so there's no need to handle it in two different ways. Does not affect functionality, but prevents useless SAI error log in case the target creature is not using SAI. --- src/server/game/AI/SmartScripts/SmartScript.cpp | 12 +----------- 1 file changed, 1 insertion(+), 11 deletions(-) (limited to 'src/server/game') diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp index a00fa19a1e6..d3d2be4aed5 100644 --- a/src/server/game/AI/SmartScripts/SmartScript.cpp +++ b/src/server/game/AI/SmartScripts/SmartScript.cpp @@ -1067,20 +1067,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u break; for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr) - { if (Creature* target = (*itr)->ToCreature()) - { - if (target->IsAlive() && IsSmart(target)) - { - ENSURE_AI(SmartAI, target->AI())->SetDespawnTime(e.action.forceDespawn.delay + 1); // Next tick - ENSURE_AI(SmartAI, target->AI())->StartDespawn(); - } - else - target->DespawnOrUnsummon(e.action.forceDespawn.delay); - } + target->DespawnOrUnsummon(e.action.forceDespawn.delay); else if (GameObject* goTarget = (*itr)->ToGameObject()) goTarget->SetRespawnTime(e.action.forceDespawn.delay + 1); - } delete targets; break; -- cgit v1.2.3