From 04a3bf7d8f8a7c879800b7e00808a15a9bf061d1 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Fri, 7 Jan 2022 11:18:14 -0500 Subject: [PATCH] Core/AI: Allow creatures to evade Port From (https://github.com/TrinityCore/TrinityCore/commit/93e66f3f3e8bdcf0138ab67c3edda948d6f97b00) --- Source/Game/AI/CoreAI/CreatureAI.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Game/AI/CoreAI/CreatureAI.cs b/Source/Game/AI/CoreAI/CreatureAI.cs index b69944fb6..97fa1ae65 100644 --- a/Source/Game/AI/CoreAI/CreatureAI.cs +++ b/Source/Game/AI/CoreAI/CreatureAI.cs @@ -285,7 +285,7 @@ namespace Game.AI { if (!_isEngaged) { - Log.outError(LogFilter.ScriptsAi, $"CreatureAI::EngagementOver called even though creature is not currently engaged. Creature debug info:\n{me.GetDebugInfo()}"); + Log.outDebug(LogFilter.ScriptsAi, $"CreatureAI::EngagementOver called even though creature is not currently engaged. Creature debug info:\n{me.GetDebugInfo()}"); return; } _isEngaged = false; @@ -295,7 +295,7 @@ namespace Game.AI public bool _EnterEvadeMode(EvadeReason why = EvadeReason.Other) { - if (!IsEngaged()) + if (me.IsInEvadeMode()) return false; if (!me.IsAlive())