From f0c97a679e797e4e1b517071e6fc777f3efe0746 Mon Sep 17 00:00:00 2001 From: blinkysc <37940565+blinkysc@users.noreply.github.com> Date: Tue, 21 Apr 2026 13:19:27 -0500 Subject: [PATCH] fix(Core/Creature): Skip JustRespawned for temp summons (#25533) Co-authored-by: blinkysc --- src/server/game/Entities/Creature/Creature.cpp | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index e4cf2f2a8..ca6c60323 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -707,10 +707,15 @@ void Creature::Update(uint32 diff) { if (IsAIEnabled && TriggerJustRespawned && getDeathState() != DeathState::Dead) { - if (_respawnCompatibilityMode && m_vehicleKit) - m_vehicleKit->Reset(); TriggerJustRespawned = false; - AI()->JustRespawned(); + + // Skip for temp summons: InitializeAI already reset them, and JustRespawned would clobber state set synchronously during SUMMON. + if (!IsSummon()) + { + if (_respawnCompatibilityMode && m_vehicleKit) + m_vehicleKit->Reset(); + AI()->JustRespawned(); + } } switch (m_deathState)