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authorTreeston <treeston.mmoc@gmail.com>2018-01-15 15:42:41 +0100
committerTreeston <treeston.mmoc@gmail.com>2018-01-15 15:42:41 +0100
commit1847555c8c9e630d4d5f1328f25c875f408be949 (patch)
treea37cfa4abf527fd3c5a35bf514ee9f2e03027d51
parent50a84f0b2bb537380ad501d180b242d0fe6ff46b (diff)
Core/Threat: Fix a potential crash that would occur in specific edge cases of AI being a bit naughty.
-rw-r--r--src/server/game/Combat/CombatManager.cpp2
-rw-r--r--src/server/game/Combat/ThreatManager.cpp8
2 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/Combat/CombatManager.cpp b/src/server/game/Combat/CombatManager.cpp
index 68ed37dd03f..2f5a4fa87b9 100644
--- a/src/server/game/Combat/CombatManager.cpp
+++ b/src/server/game/Combat/CombatManager.cpp
@@ -202,7 +202,7 @@ bool CombatManager::SetInCombatWith(Unit* who)
NotifyAICombat(_owner, who);
if (needOtherAI)
NotifyAICombat(who, _owner);
- return true;
+ return IsInCombatWith(who);
}
bool CombatManager::IsInCombatWith(ObjectGuid const& guid) const
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index ffc1e1cbe31..de25eab7b66 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -354,6 +354,10 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell
}
}
+ // ensure we're in combat (threat implies combat!)
+ if (!_owner->GetCombatManager().SetInCombatWith(target)) // if this returns false, we're not actually in combat, and thus cannot have threat!
+ return; // typical causes: bad scripts trying to add threat to GMs, dead targets etc
+
// ok, now we actually apply threat
// check if we already have an entry - if we do, just increase threat for that entry and we're done
auto it = _myThreatListEntries.find(target->GetGUID());
@@ -363,10 +367,6 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell
return;
}
- // otherwise, ensure we're in combat (threat implies combat!)
- if (!_owner->GetCombatManager().SetInCombatWith(target)) // if this returns false, we're not actually in combat, and thus cannot have threat!
- return; // typical causes: bad scripts trying to add threat to GMs, dead targets etc
-
// ok, we're now in combat - create the threat list reference and push it to the respective managers
ThreatReference* ref = new ThreatReference(this, target, amount);
PutThreatListRef(target->GetGUID(), ref);