Fix an overly strict check that was causing guardians to evade loop. Also make players properly enter combat when their pets are engaged by a creature.

This commit is contained in:
treeston
2017-06-20 00:58:32 +02:00
parent fd07c4985e
commit 052fc24315
2 changed files with 9 additions and 2 deletions

View File

@@ -64,7 +64,6 @@ void PetAI::_stopAttack()
{
if (!me->IsAlive())
{
TC_LOG_DEBUG("misc", "Creature stoped attacking cuz his dead [guid=%u]", me->GetGUID().GetCounter());
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
me->CombatStop();

View File

@@ -5750,7 +5750,7 @@ void Unit::_removeAttacker(Unit* pAttacker)
Unit* Unit::getAttackerForHelper() const // If someone wants to help, who to give them
{
if (Unit* victim = GetVictim())
if (!IsControlledByPlayer() || IsInCombatWith(victim) || victim->IsInCombatWith(this))
if ((!IsPet() && !GetPlayerMovingMe()) || IsInCombatWith(victim) || victim->IsInCombatWith(this))
return victim;
if (!m_attackers.empty())
@@ -5857,6 +5857,14 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
if (victim->GetTypeId() == TYPEID_PLAYER)
victim->SetInCombatWith(this);
if (Unit* owner = victim->GetOwner())
{
AddThreat(owner, 0.0f);
SetInCombatWith(owner);
if (owner->GetTypeId() == TYPEID_PLAYER)
owner->SetInCombatWith(this);
}
creature->SendAIReaction(AI_REACTION_HOSTILE);
creature->CallAssistance();