ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPet.py
@@ -235,15 +235,16 @@
    
    # 当前状态处理
    if curState == ShareDefine.Def_PetState_Fight:
        curPet = curPlayer.GetPetMgr().GetFightPet()
        if curPet:
            #已是出战状态, C++召唤坐标和人重叠
            resultPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), ChConfig.Def_SummonAppearDist)
            curPet.ResetPos(resultPos.GetPosX(), resultPos.GetPosY())
            PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPet)
            PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveBuff(curPet)
        return
        #PetControl.ReCallFightPet(curPlayer)
#        curPet = curPlayer.GetPetMgr().GetFightPet()
#        if curPet:
#            #已是出战状态, C++召唤坐标和人重叠
#            resultPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), ChConfig.Def_SummonAppearDist)
#            curPet.ResetPos(resultPos.GetPosX(), resultPos.GetPosY())
#            PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPet)
#            PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveBuff(curPet)
#        return
        #18/10/15 因为某种未知原因宠物物品的状态是出战(实际场景中未出战),导致该宠物无法出战,故再次发包出战时,此处不拦!
        PetControl.ReCallFightPet(curPlayer)
   
    else:
        pass