diff options
| author | jackpoz <giacomopoz@gmail.com> | 2014-02-01 21:20:00 +0100 |
|---|---|---|
| committer | jackpoz <giacomopoz@gmail.com> | 2014-02-01 21:21:47 +0100 |
| commit | 8f29fb9aee3ab53efa59502c02c739ab435e2610 (patch) | |
| tree | 65cdf72242982c940e113b1106654e5dbfb5052b | |
| parent | 11b48569c807be6019fb364187ef6ddae74b5ef6 (diff) | |
Core/Spell: Handle SPELL_AURA_FORCE_REACTION missing cases
Always check forced reputation ranks before any other faction check to get the reaction between 2 units.
Fixes #5790
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 21 |
1 files changed, 18 insertions, 3 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index e0bf7019acb..ff402488c2c 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -8716,13 +8716,28 @@ ReputationRank Unit::GetReactionTo(Unit const* target) const if (GetCharmerOrOwnerOrSelf() == target->GetCharmerOrOwnerOrSelf()) return REP_FRIENDLY; + Player const* selfPlayerOwner = GetAffectingPlayer(); + Player const* targetPlayerOwner = target->GetAffectingPlayer(); + + // check forced reputation to support SPELL_AURA_FORCE_REACTION + if (selfPlayerOwner) + { + if (FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry()) + if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry)) + return *repRank; + } + else if (targetPlayerOwner) + { + if (FactionTemplateEntry const* selfFactionTemplateEntry = GetFactionTemplateEntry()) + if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(selfFactionTemplateEntry)) + return *repRank; + } + + if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE)) { if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE)) { - Player const* selfPlayerOwner = GetAffectingPlayer(); - Player const* targetPlayerOwner = target->GetAffectingPlayer(); - if (selfPlayerOwner && targetPlayerOwner) { // always friendly to other unit controlled by player, or to the player himself |
