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[fix] EVENT_T_TIMER_OOC processed at EnterEvadeMode


Guest Quriq14

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What bug does the patch fix? What features does the patch add?

All EVENT_T_TIMER_OOC are wrongly reset by EnterCombat function and processed, in some cases, when the creature evades. This patch avoids this (EVENT_T_TIMER_OOC are already reset in Reset()).

This will fix the Acid script for npc Balos Jacken.

For which repository revision was the patch created?

9100

Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

Not found any.

diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp
index 62b7483..a5b98ac 100644
--- a/src/game/CreatureEventAI.cpp
+++ b/src/game/CreatureEventAI.cpp
@@ -927,6 +927,8 @@ void CreatureEventAI::EnterCombat(Unit *enemy)
                    if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
                        (*i).Enabled = true;
                    break;
+                case EVENT_T_TIMER_OOC:
+                    break;
                    //All normal events need to be re-enabled and their time set to 0
                default:
                    (*i).Enabled = true;

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