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[10367] Making sure CreaturesAddon are re-loaded after creature evade
Signed-off-by: NoFantasy <nofantasy@nf.no>
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fbf4c5b3b4
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3 changed files with 2 additions and 3 deletions
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@ -874,8 +874,6 @@ void CreatureEventAI::Reset()
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void CreatureEventAI::JustReachedHome()
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{
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m_creature->LoadCreaturesAddon();
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if (!m_bEmptyList)
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{
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for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
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@ -81,6 +81,7 @@ HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff
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}
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}
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owner.LoadCreaturesAddon(true);
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owner.AI()->JustReachedHome();
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return false;
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}
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10366"
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#define REVISION_NR "10367"
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#endif // __REVISION_NR_H__
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