fix(Core/Creature): Skip JustRespawned for temp summons (#25533)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
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@@ -707,10 +707,15 @@ void Creature::Update(uint32 diff)
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{
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{
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if (IsAIEnabled && TriggerJustRespawned && getDeathState() != DeathState::Dead)
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if (IsAIEnabled && TriggerJustRespawned && getDeathState() != DeathState::Dead)
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{
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{
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if (_respawnCompatibilityMode && m_vehicleKit)
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m_vehicleKit->Reset();
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TriggerJustRespawned = false;
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TriggerJustRespawned = false;
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AI()->JustRespawned();
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// Skip for temp summons: InitializeAI already reset them, and JustRespawned would clobber state set synchronously during SUMMON.
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if (!IsSummon())
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{
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if (_respawnCompatibilityMode && m_vehicleKit)
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m_vehicleKit->Reset();
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AI()->JustRespawned();
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}
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}
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}
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switch (m_deathState)
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switch (m_deathState)
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