From 7513ff498d7ca5e28aa426cde76a128184ee76d3 Mon Sep 17 00:00:00 2001 From: blinkysc <37940565+blinkysc@users.noreply.github.com> Date: Sun, 14 Jun 2026 19:54:45 -0500 Subject: [PATCH] fix(Core/AI): restore missing EngagementOver in GuardAI::EnterEvadeMode (#26196) Co-authored-by: blinkysc Co-authored-by: Treeston --- src/server/game/AI/CoreAI/GuardAI.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/server/game/AI/CoreAI/GuardAI.cpp b/src/server/game/AI/CoreAI/GuardAI.cpp index d55dc741e1..1508e6b527 100644 --- a/src/server/game/AI/CoreAI/GuardAI.cpp +++ b/src/server/game/AI/CoreAI/GuardAI.cpp @@ -42,6 +42,7 @@ void GuardAI::EnterEvadeMode(EvadeReason /*why*/) me->GetMotionMaster()->MoveIdle(); me->CombatStop(true); me->GetThreatMgr().ClearAllThreat(); + EngagementOver(); return; } @@ -51,6 +52,8 @@ void GuardAI::EnterEvadeMode(EvadeReason /*why*/) me->GetThreatMgr().ClearAllThreat(); me->CombatStop(true); + EngagementOver(); + // Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE) me->GetMotionMaster()->MoveTargetedHome();