From 93e66f3f3e8bdcf0138ab67c3edda948d6f97b00 Mon Sep 17 00:00:00 2001 From: Giacomo Pozzoni Date: Mon, 2 Mar 2020 20:17:47 +0100 Subject: Core/AI: Allow creatures to evade (#24221) * Core/AI: Allow creatures to evade Revert changes that didn't allow creatures to evade anymore no matter how hard a script would try * PArtially revert 163f44c1b08cc043b114585922bd08664434bf92 (cherry picked from commit 817ae5bca6db14c9b3db7d5268511525e0cb4105) --- src/server/game/AI/CreatureAI.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index 737ff5a3aa5..a5760026a3b 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -288,7 +288,7 @@ void CreatureAI::EngagementOver() { if (!_isEngaged) { - TC_LOG_ERROR("scripts.ai", "CreatureAI::EngagementOver called even though creature is not currently engaged. Creature debug info:\n%s", me->GetDebugInfo().c_str()); + TC_LOG_DEBUG("scripts.ai", "CreatureAI::EngagementOver called even though creature is not currently engaged. Creature debug info:\n%s", me->GetDebugInfo().c_str()); return; } _isEngaged = false; @@ -298,7 +298,7 @@ void CreatureAI::EngagementOver() bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/) { - if (!IsEngaged()) + if (me->IsInEvadeMode()) return false; if (!me->IsAlive()) -- cgit v1.2.3