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authorTreeston <treeston.mmoc@gmail.com>2019-06-23 23:31:51 +0200
committerTreeston <treeston.mmoc@gmail.com>2019-06-23 23:31:51 +0200
commit1158f267df22c0782fb5f20f7de31f5643ac0b58 (patch)
tree2ca14c1207f30e47c89b66b9c3ee4ca65b519eee /src/server/game/AI/CreatureAI.cpp
parent00575221e3bfd66a382925d122540b047dcb9e3f (diff)
Combat/Threat: Split ThreatManager::NotifyDisengaged off from ThreatManager::ClearAllThreat. NotifyDisengaged signifies intent to clear the engagement flag, and should only be called from AI. Fixes #23490.
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp8
1 files changed, 2 insertions, 6 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index a7d2888fc0b..cfb58a99826 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -220,9 +220,8 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
me->RemoveAurasOnEvade();
- // sometimes bosses stuck in combat?
- me->GetThreatManager().ClearAllThreat();
me->CombatStop(true);
+ me->GetThreatManager().NotifyDisengaged();
me->LoadCreaturesAddon();
me->SetLootRecipient(nullptr);
me->ResetPlayerDamageReq();
@@ -230,10 +229,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
me->SetCannotReachTarget(false);
me->DoNotReacquireTarget();
- if (me->IsInEvadeMode())
- return false;
-
- return true;
+ return !me->IsInEvadeMode();
}
static const uint32 BOUNDARY_VISUALIZE_CREATURE = 15425;