Making sure CreaturesAddon are re-loaded after creature evade (by NoFantasy).
--HG-- branch : trunk
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@@ -882,8 +882,6 @@ void CreatureEventAI::Reset()
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void CreatureEventAI::JustReachedHome()
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void CreatureEventAI::JustReachedHome()
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{
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{
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me->LoadCreaturesAddon();
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if (!m_bEmptyList)
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if (!m_bEmptyList)
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{
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{
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for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
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for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
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@@ -80,6 +80,7 @@ HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff
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}
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}
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owner.clearUnitState(UNIT_STAT_EVADE);
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owner.clearUnitState(UNIT_STAT_EVADE);
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owner.LoadCreaturesAddon(true);
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owner.AI()->JustReachedHome();
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owner.AI()->JustReachedHome();
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return false;
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return false;
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}
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}
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