feat(Core/Creature): Actually despawn creatures on evade with Despawn… (#14786)

This commit is contained in:
Skjalf
2023-01-28 18:47:15 -03:00
committed by GitHub
parent b4e3f1310b
commit f59ee4ef7c
3 changed files with 14 additions and 29 deletions

View File

@@ -29,21 +29,6 @@
#include "Language.h"
#include "ZoneScript.h"
class PhasedRespawn : public BasicEvent
{
public:
PhasedRespawn(Creature& owner) : BasicEvent(), _owner(owner) {}
bool Execute(uint64 /*eventTime*/, uint32 /*updateTime*/) override
{
_owner.RespawnOnEvade();
return true;
}
private:
Creature& _owner;
};
//Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool /*apply*/)
{
@@ -226,7 +211,6 @@ void CreatureAI::EnterEvadeMode(EvadeReason why)
if (cInfo && cInfo->HasFlagsExtra(CREATURE_FLAG_EXTRA_HARD_RESET))
{
me->DespawnOnEvade();
me->m_Events.AddEvent(new PhasedRespawn(*me), me->m_Events.CalculateTime(20000));
}
sScriptMgr->OnUnitEnterEvadeMode(me, why);