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authorOvah <dreadkiller@gmx.de>2020-08-07 14:51:40 +0200
committerGitHub <noreply@github.com>2020-08-07 14:51:40 +0200
commit764f22fc9157ad184baa38995ee4e2d821299935 (patch)
treedd6d9432476de51df4fdd1777096b55de5b83cdf /src/server/game/Combat/CombatManager.cpp
parent98b1b20d6beea5e2fdea7e404e8d880953d4b2fb (diff)
Core/Units: add new functionality for units to block or enable combat interactions (#25168)
* Core/Units: add new functionality for units to block or enable combat entirely via helper to reflect what CREATURE_DIFFICULTYFLAGS_IGNORE_COMBAT and client AI functions imply * yeah... * Nuke Creature::IsCombatDisallowed helper as its unused by now * no combat extra flag may now be changed on transforms if the transformed entry does not have the flag
Diffstat (limited to 'src/server/game/Combat/CombatManager.cpp')
-rw-r--r--src/server/game/Combat/CombatManager.cpp9
1 files changed, 3 insertions, 6 deletions
diff --git a/src/server/game/Combat/CombatManager.cpp b/src/server/game/Combat/CombatManager.cpp
index c2774a23ec2..0d396b73aa6 100644
--- a/src/server/game/Combat/CombatManager.cpp
+++ b/src/server/game/Combat/CombatManager.cpp
@@ -44,12 +44,9 @@
return false;
if (a->HasUnitState(UNIT_STATE_IN_FLIGHT) || b->HasUnitState(UNIT_STATE_IN_FLIGHT))
return false;
- if (Creature const* aCreature = a->ToCreature())
- if (aCreature->IsCombatDisallowed())
- return false;
- if (Creature const* bCreature = b->ToCreature())
- if (bCreature->IsCombatDisallowed())
- return false;
+ // ... both units must not be ignoring combat
+ if (a->IsIgnoringCombat() || b->IsIgnoringCombat())
+ return false;
if (a->IsFriendlyTo(b) || b->IsFriendlyTo(a))
return false;
Player const* playerA = a->GetCharmerOrOwnerPlayerOrPlayerItself();