From 8d0a1aaf6f9134a572c1c1214e18fbbc80789e4e Mon Sep 17 00:00:00 2001 From: silviu20092 Date: Sat, 13 Jun 2026 15:13:19 +0300 Subject: [PATCH] fix(Core/SmartAI): Call unit evade mode hook for SmartAI aswell (#23958) Co-authored-by: sudlud --- src/server/game/AI/SmartScripts/SmartAI.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 1eb4233d9..eec86a422 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -24,6 +24,7 @@ #include "ObjectDefines.h" #include "ObjectMgr.h" #include "ScriptedCreature.h" +#include "ScriptMgr.h" #include "SpellMgr.h" #include "Vehicle.h" @@ -711,7 +712,7 @@ void SmartAI::JustExitedCombat() CreatureAI::JustExitedCombat(); } -void SmartAI::EnterEvadeMode(EvadeReason /*why*/) +void SmartAI::EnterEvadeMode(EvadeReason why) { if (mSuppressEvade) return; @@ -763,6 +764,8 @@ void SmartAI::EnterEvadeMode(EvadeReason /*why*/) if (!me->HasUnitState(UNIT_STATE_EVADE)) GetScript()->OnReset(); } + + sScriptMgr->OnUnitEnterEvadeMode(me, why); } void SmartAI::MoveInLineOfSight(Unit* who)