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authorTreeston <treeston.mmoc@gmail.com>2019-06-23 00:32:13 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-12 00:31:15 +0100
commit35e55f10899712435102764671241b94a2026599 (patch)
tree431aafcba232130d585fd8bebdf3609d770318a7 /src/server/game/Combat/CombatManager.cpp
parentdd22c6fe67711901587a0a2fe6ed5587dc6d5024 (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.cpp4
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())