Fix _DespawnAtEvade for other creatures to actually respawn said other creatures.

Also fix add aggro for Hadronox.
Fixes and closes #18012.
This commit is contained in:
treeston authored and Aokromes committed 2016-10-24 13:45:01 +02:00
1 parent 16b729426f
commit e5f2fe7b7b
2 files changed
+2 -2

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@@ -569,7 +569,7 @@ void BossAI::_DespawnAtEvade(uint32 delayToRespawn, Creature* who)
return;
}
me->DespawnOrUnsummon(0, Seconds(delayToRespawn));
who->DespawnOrUnsummon(0, Seconds(delayToRespawn));
if (instance && who == me)
instance->SetBossState(_bossId, FAIL);
@@ -789,7 +789,7 @@ struct npc_hadronox_foeAI : public ScriptedAI
me->GetMotionMaster()->MovePoint(MOVE_HADRONOX, hadronoxStep[2]);
break;
}
me->GetMotionMaster()->MoveChase(hadronox);
AttackStart(hadronox);
}
break;
}