From 53dde7e2ca04dd2773eaad751ac04a7ab3fcf75f 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. (cherry picked from commit 727f77ec6ab9b507d86ffc482b2801fb5b9b907e) --- src/server/game/AI/SmartScripts/SmartScript.cpp | 12 +----------- 1 file changed, 1 insertion(+), 11 deletions(-) (limited to 'src') diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp index a0405a5658f..58353d29650 100644 --- a/src/server/game/AI/SmartScripts/SmartScript.cpp +++ b/src/server/game/AI/SmartScripts/SmartScript.cpp @@ -1230,20 +1230,10 @@ 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, e.action.forceDespawn.respawn); // Next tick - ENSURE_AI(SmartAI, target->AI())->StartDespawn(); - } - else - target->DespawnOrUnsummon(e.action.forceDespawn.delay, Seconds(e.action.forceDespawn.respawn)); - } + target->DespawnOrUnsummon(e.action.forceDespawn.delay, Seconds(e.action.forceDespawn.respawn)); else if (GameObject* goTarget = (*itr)->ToGameObject()) goTarget->SetRespawnTime(e.action.forceDespawn.delay + 1); - } delete targets; break; -- cgit v1.2.3