diff options
| author | Treeston <treeston.mmoc@gmail.com> | 2018-08-28 12:52:50 +0200 |
|---|---|---|
| committer | Treeston <treeston.mmoc@gmail.com> | 2018-08-28 12:53:13 +0200 |
| commit | da21ca80fc35a325df0fb0ef2f687a91121d42de (patch) | |
| tree | 5cb52972690d0f1aad69e7b9b085056e5ca96a50 /src/server/game/AI/SmartScripts | |
| parent | bf8c6f220c07a3316fcf0b04ac6a9a77755b9b1d (diff) | |
Core/Unit: Some charm fixes:
* Properly restore react state after possession expires. Closes #20769.
* Possessed creatures now don't override player control with random/waypoint motion
* SmartAI creatures now properly re-aggress charmer after charm expires
Diffstat (limited to 'src/server/game/AI/SmartScripts')
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 058652563c3..a831649589a 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -679,8 +679,13 @@ void SmartAI::OnCharmed(bool /*isNew*/) else me->SetWalk(!mRun); - if (Unit* charmer = me->GetCharmer()) - AttackStart(charmer); + if (me->LastCharmerGUID) + { + if (!me->HasReactState(REACT_PASSIVE)) + if (Unit* lastCharmer = ObjectAccessor::GetUnit(*me, me->LastCharmerGUID)) + me->EngageWithTarget(lastCharmer); + me->LastCharmerGUID.Clear(); + } } GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, nullptr, 0, 0, charmed); |
