Core/Entities: Fixed an issue where creatures would not properly assist formation members in certain scenarios. Tagging #21967.

This commit is contained in:
Treeston
2018-08-28 16:16:37 +02:00
parent da21ca80fc
commit a001bc63b1
2 changed files with 3 additions and 5 deletions

View File

@@ -17,6 +17,7 @@
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureGroups.h"
#include "MotionMaster.h"
#include "Player.h"
#include "ThreatManager.h"
@@ -383,6 +384,8 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell
SaveCreatureHomePositionIfNeed(cOwner);
if (CreatureAI* ownerAI = cOwner->AI())
ownerAI->JustEngagedWith(target);
if (CreatureGroup* formation = cOwner->GetFormation())
formation->MemberEngagingTarget(cOwner, target);
}
}

View File

@@ -30,7 +30,6 @@
#include "ConditionMgr.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "CreatureGroups.h"
#include "Formulas.h"
#include "GameTime.h"
#include "GridNotifiersImpl.h"
@@ -8153,10 +8152,6 @@ void Unit::EngageWithTarget(Unit* enemy)
m_threatManager.AddThreat(enemy, 0.0f, nullptr, true, true);
else
SetInCombatWith(enemy);
if (Creature* creature = ToCreature())
if (CreatureGroup* formation = creature->GetFormation())
formation->MemberEngagingTarget(creature, enemy);
}
void Unit::AttackedTarget(Unit* target, bool canInitialAggro)