From 8c727c548500d9a4bf5a74260568bbd16deffec1 Mon Sep 17 00:00:00 2001 From: blinkysc <37940565+blinkysc@users.noreply.github.com> Date: Wed, 7 May 2025 03:42:49 -0500 Subject: [PATCH] fix(Scripts/SunwellPlateau): Ensure Kil'jaeden encounter resets correctly on evade (#22006) --- .../EasternKingdoms/SunwellPlateau/boss_kiljaeden.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/server/scripts/EasternKingdoms/SunwellPlateau/boss_kiljaeden.cpp b/src/server/scripts/EasternKingdoms/SunwellPlateau/boss_kiljaeden.cpp index 32b027820..a0d2871bb 100644 --- a/src/server/scripts/EasternKingdoms/SunwellPlateau/boss_kiljaeden.cpp +++ b/src/server/scripts/EasternKingdoms/SunwellPlateau/boss_kiljaeden.cpp @@ -471,8 +471,12 @@ struct boss_kiljaeden : public BossAI { if (me->GetReactState() == REACT_PASSIVE) return; + ScriptedAI::EnterEvadeMode(why); - me->DespawnOrUnsummon(); + if (InstanceScript* instance = me->GetInstanceScript()) + if (Creature* controller = instance->GetCreature(DATA_KJ_CONTROLLER)) + if (controller->IsAIEnabled) + controller->AI()->Reset(); } void AttackStart(Unit* who) override