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Core/Threat: Fix a potential crash that would occur in specific edge cases of AI being a bit naughty.
(cherry picked from commit 1847555c8c)
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@@ -201,7 +201,7 @@ bool CombatManager::SetInCombatWith(Unit* who)
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NotifyAICombat(_owner, who);
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if (needOtherAI)
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NotifyAICombat(who, _owner);
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return true;
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return IsInCombatWith(who);
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}
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bool CombatManager::IsInCombatWith(ObjectGuid const& guid) const
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@@ -363,6 +363,10 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell
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}
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}
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// ensure we're in combat (threat implies combat!)
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if (!_owner->GetCombatManager().SetInCombatWith(target)) // if this returns false, we're not actually in combat, and thus cannot have threat!
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return; // typical causes: bad scripts trying to add threat to GMs, dead targets etc
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// ok, now we actually apply threat
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// check if we already have an entry - if we do, just increase threat for that entry and we're done
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auto it = _myThreatListEntries.find(target->GetGUID());
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@@ -372,10 +376,6 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell
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return;
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}
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// otherwise, ensure we're in combat (threat implies combat!)
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if (!_owner->GetCombatManager().SetInCombatWith(target)) // if this returns false, we're not actually in combat, and thus cannot have threat!
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return; // typical causes: bad scripts trying to add threat to GMs, dead targets etc
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// ok, we're now in combat - create the threat list reference and push it to the respective managers
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ThreatReference* ref = new ThreatReference(this, target, amount);
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PutThreatListRef(target->GetGUID(), ref);
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