diff options
author | Treeston <treeston.mmoc@gmail.com> | 2019-06-23 23:31:51 +0200 |
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committer | Treeston <treeston.mmoc@gmail.com> | 2019-06-23 23:31:51 +0200 |
commit | 1158f267df22c0782fb5f20f7de31f5643ac0b58 (patch) | |
tree | 2ca14c1207f30e47c89b66b9c3ee4ca65b519eee /src/server/game/AI/CreatureAI.cpp | |
parent | 00575221e3bfd66a382925d122540b047dcb9e3f (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.cpp | 8 |
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; |