[10367] Making sure CreaturesAddon are re-loaded after creature evade

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-08-18 00:19:12 +02:00
parent fbf4c5b3b4
commit 9c8533335b
3 changed files with 2 additions and 3 deletions

View file

@ -874,8 +874,6 @@ void CreatureEventAI::Reset()
void CreatureEventAI::JustReachedHome()
{
m_creature->LoadCreaturesAddon();
if (!m_bEmptyList)
{
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)

View file

@ -81,6 +81,7 @@ HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff
}
}
owner.LoadCreaturesAddon(true);
owner.AI()->JustReachedHome();
return false;
}

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "10366"
#define REVISION_NR "10367"
#endif // __REVISION_NR_H__