Core/SAI: always use DespawnOrUnsummon() for SMART_ACTION_FORCE_DESPAWN.

SmartAI uses that same method internally, so there's no need to handle it in two different ways.

Does not affect functionality, but prevents useless SAI error log in case the target creature is not using SAI.
This commit is contained in:
SnapperRy authored and Aokromes committed 2016-10-24 13:27:26 +02:00
1 parent 620f4f2955
commit 4fc4c81e89
1 file changed
+1 -11
@@ -1067,20 +1067,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
break;
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (Creature* target = (*itr)->ToCreature())
{
if (target->IsAlive() && IsSmart(target))
{
ENSURE_AI(SmartAI, target->AI())->SetDespawnTime(e.action.forceDespawn.delay + 1); // Next tick
ENSURE_AI(SmartAI, target->AI())->StartDespawn();
}
else
target->DespawnOrUnsummon(e.action.forceDespawn.delay);
}
target->DespawnOrUnsummon(e.action.forceDespawn.delay);
else if (GameObject* goTarget = (*itr)->ToGameObject())
goTarget->SetRespawnTime(e.action.forceDespawn.delay + 1);
}
delete targets;
break;