Core/Creature: temporary summons are now dynamic flagged (oversight in dynspawn). This fixes issues with vehicle kit resets breaking AI.

Port From (https://github.com/TrinityCore/TrinityCore/commit/22b754c9e22cfdd9dab998ca45e6724b62760f78)
This commit is contained in:
hondacrx
2020-08-24 19:13:15 -04:00
parent a27c86a385
commit 35c13d69ca
3 changed files with 15 additions and 24 deletions
+2 -2
View File
@@ -3901,7 +3901,7 @@ namespace Game.Maps
}
}
TempSummon summon = null;
TempSummon summon;
switch (mask)
{
case UnitTypeMask.Summon:
@@ -3923,7 +3923,7 @@ namespace Game.Maps
return null;
}
if (!summon.Create(GenerateLowGuid(HighGuid.Creature), this, entry, pos, null, vehId))
if (!summon.Create(GenerateLowGuid(HighGuid.Creature), this, entry, pos, null, vehId, true))
return null;
// Set the summon to the summoner's phase