diff --git a/Source/Game/Entities/GameObject/GameObject.cs b/Source/Game/Entities/GameObject/GameObject.cs index 5c30c42af..15e51e1a0 100644 --- a/Source/Game/Entities/GameObject/GameObject.cs +++ b/Source/Game/Entities/GameObject/GameObject.cs @@ -393,6 +393,8 @@ namespace Game.Entities { m_Events.Update(diff); + base.Update(diff); + if (GetAI() != null) GetAI().UpdateAI(diff); else if (!AIM_Initialize()) diff --git a/Source/Game/Entities/Unit/Unit.cs b/Source/Game/Entities/Unit/Unit.cs index dee32ae36..6205ac989 100644 --- a/Source/Game/Entities/Unit/Unit.cs +++ b/Source/Game/Entities/Unit/Unit.cs @@ -127,6 +127,8 @@ namespace Game.Entities _UpdateSpells(diff); + base.Update(diff); + // If this is set during update SetCantProc(false) call is missing somewhere in the code // Having this would prevent spells from being proced, so let's crash Cypher.Assert(m_procDeep == 0);