summaryrefslogtreecommitdiff
path: root/src/server/game/AI/CreatureAI.cpp
diff options
context:
space:
mode:
authorMaelthyr <100411212+Maelthyrr@users.noreply.github.com>2022-05-23 10:51:52 +0200
committerGitHub <noreply@github.com>2022-05-23 05:51:52 -0300
commitdfc6adb081613076a5de817cb5834e0b3aac6e64 (patch)
treefbc592ec1423a508b98035c689a10d9084c5b902 /src/server/game/AI/CreatureAI.cpp
parentae3ecb0f1a31709b3e6db417d2066fa0adedeced (diff)
refactor(Core/Combat): DeleteThreatLists() become ClearAllThreat() (#11824)
refactor(Chore/Combat): DeleteThreatLists() become ClearAllThreat()
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 91c2b1af37..78ae7cb467 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -305,7 +305,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
me->ClearComboPointHolders(); // Remove all combo points targeting this unit
// sometimes bosses stuck in combat?
- me->DeleteThreatList();
+ me->GetThreatMgr().ClearAllThreat();
me->CombatStop(true);
me->LoadCreaturesAddon(true);
me->SetLootRecipient(nullptr);