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author | Treeston <treeston.mmoc@gmail.com> | 2019-06-23 00:32:13 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2021-12-12 00:31:15 +0100 |
commit | 35e55f10899712435102764671241b94a2026599 (patch) | |
tree | 431aafcba232130d585fd8bebdf3609d770318a7 /src/server/game/Combat/CombatManager.cpp | |
parent | dd22c6fe67711901587a0a2fe6ed5587dc6d5024 (diff) |
Core/Entities: Kick engagement logic upstairs to Unit (from ThreatManager), since all Units with AI need it (not just those with threat list). Fixes #17981.
(cherry picked from commit dbe3bbefe734f8824e8f07c302e256f0d446b974)
Diffstat (limited to 'src/server/game/Combat/CombatManager.cpp')
-rw-r--r-- | src/server/game/Combat/CombatManager.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Combat/CombatManager.cpp b/src/server/game/Combat/CombatManager.cpp index 68233d45b64..67ebb233fa4 100644 --- a/src/server/game/Combat/CombatManager.cpp +++ b/src/server/game/Combat/CombatManager.cpp @@ -336,11 +336,15 @@ bool CombatManager::UpdateOwnerCombatState() const { _owner->AddUnitFlag(UNIT_FLAG_IN_COMBAT); _owner->AtEnterCombat(); + if (!_owner->CanHaveThreatList() && !_owner->IsEngaged()) + _owner->AtEngage(GetAnyTarget()); } else { _owner->RemoveUnitFlag(UNIT_FLAG_IN_COMBAT); _owner->AtExitCombat(); + if (_owner->IsEngaged() && !(_owner->ToCreature() && _owner->ToCreature()->IsAIEnabled())) + _owner->AtDisengage(); } if (Unit* master = _owner->GetCharmerOrOwner()) |