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authorTreeston <treeston.mmoc@gmail.com>2020-10-13 23:44:37 +0200
committerShauren <shauren.trinity@gmail.com>2022-02-28 21:36:50 +0100
commit1bbf61ef02061bfbc80e5293b4d4de0ad4560d36 (patch)
treeb21d6f1a16d82ed5aa758f485e9cdf05778acfce /src/server/game/AI/CreatureAI.cpp
parentab189bfc42d8b8fc61dbf0330f07550df99819f8 (diff)
AI/CreatureAI: Properly update Victim even while spell focusing
(cherry picked from commit 684910a230b2e8e780ad24bc0c4eece835bc249a)
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 221e938fe8c..e7e53dafb64 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -257,7 +257,7 @@ bool CreatureAI::UpdateVictim()
if (!me->HasReactState(REACT_PASSIVE))
{
if (Unit* victim = me->SelectVictim())
- if (!me->HasSpellFocus() && victim != me->GetVictim())
+ if (victim != me->GetVictim())
AttackStart(victim);
return me->GetVictim() != nullptr;