fix(Core/Creature): Skip JustRespawned for temp summons (#25533)

Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
This commit is contained in:
blinkysc
2026-04-21 13:19:27 -05:00
committed by GitHub
parent 985324d1ce
commit f0c97a679e
@@ -706,12 +706,17 @@ bool Creature::UpdateEntry(uint32 Entry, const CreatureData* data, bool changele
void Creature::Update(uint32 diff) void Creature::Update(uint32 diff)
{ {
if (IsAIEnabled && TriggerJustRespawned && getDeathState() != DeathState::Dead) if (IsAIEnabled && TriggerJustRespawned && getDeathState() != DeathState::Dead)
{
TriggerJustRespawned = false;
// Skip for temp summons: InitializeAI already reset them, and JustRespawned would clobber state set synchronously during SUMMON.
if (!IsSummon())
{ {
if (_respawnCompatibilityMode && m_vehicleKit) if (_respawnCompatibilityMode && m_vehicleKit)
m_vehicleKit->Reset(); m_vehicleKit->Reset();
TriggerJustRespawned = false;
AI()->JustRespawned(); AI()->JustRespawned();
} }
}
switch (m_deathState) switch (m_deathState)
{ {