From be5cf42ec392e8526d3180e51ffaacb84e883fae Mon Sep 17 00:00:00 2001 From: Shauren Date: Mon, 9 Sep 2013 17:44:07 +0200 Subject: Core/SmartAI: Fixed creatures using SAI not attacking its charmer after it breaks Closes #7601 --- src/server/game/AI/SmartScripts/SmartAI.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'src/server') diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index a1862c07d14..a56d0f94f2d 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -699,6 +699,10 @@ void SmartAI::InitializeAI() void SmartAI::OnCharmed(bool apply) { GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, NULL, 0, 0, apply); + + if (!apply && !me->IsInEvadeMode() && me->GetUInt64Value(UNIT_FIELD_CHARMEDBY)) + if (Unit* charmer = ObjectAccessor::GetUnit(*me, me->GetUInt64Value(UNIT_FIELD_CHARMEDBY))) + AttackStart(charmer); } void SmartAI::DoAction(int32 param) -- cgit v1.2.3