From 0bf78d57611d0606650aebb513a15e69227ac476 Mon Sep 17 00:00:00 2001 From: treeston Date: Fri, 25 Sep 2015 15:14:53 +0200 Subject: [PATCH] Custom logic for putting people in combat instead of relying on CreatureAI or Creature methods. (cherry picked from commit 6a8524c068d418092c193a3419b65818f3fd3443) --- .../game/Entities/Creature/Creature.cpp | 23 +++++++++++++++---- 1 file changed, 19 insertions(+), 4 deletions(-) diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index f44d1eb2680..26ee5329808 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -553,10 +553,25 @@ void Creature::Update(uint32 diff) if (m_combatPulseTime == 0) { - if (AI()) - AI()->DoZoneInCombat(); - else - SetInCombatWithZone(); + Map::PlayerList const &players = GetMap()->GetPlayers(); + if (!players.isEmpty()) + for (Map::PlayerList::const_iterator it = players.begin(); it != players.end(); ++it) + { + if (Player* player = it->GetSource()) + { + if (player->IsGameMaster()) + continue; + + if (player->IsAlive() && this->IsHostileTo(player)) + { + if (CanHaveThreatList()) + AddThreat(player, 0.0f); + this->SetInCombatWith(player); + player->SetInCombatWith(this); + } + } + } + m_combatPulseTime = m_combatPulseDelay * IN_MILLISECONDS; } }