diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index 31ecfdc62f..b8a0e5445d 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -883,6 +883,8 @@ void GameObject::Update(uint32 diff) { m_Events.Update(diff); + WorldObject::Update(diff); + if (AI()) AI()->UpdateAI(diff); else if (!AIM_Initialize()) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 69d54dc4ea..bad61444e8 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -452,6 +452,8 @@ void Unit::Update(uint32 p_time) _UpdateSpells(p_time); + WorldObject::Update(p_time); + // If this is set during update SetCantProc(false) call is missing somewhere in the code // Having this would prevent spells from being proced, so let's crash ASSERT(!m_procDeep);