diff options
author | Treeston <treeston.mmoc@gmail.com> | 2019-06-23 00:32:13 +0200 |
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committer | Treeston <treeston.mmoc@gmail.com> | 2019-06-23 00:32:13 +0200 |
commit | dbe3bbefe734f8824e8f07c302e256f0d446b974 (patch) | |
tree | 9c6e801e779b752bf15512c7bfac9efea7c5c8ff /src/server/game/Combat/CombatManager.cpp | |
parent | c06330acf2b307604c97bdd7ad5dfd34b97bbf23 (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.
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 2d124b9b560..9e5a8f5fb02 100644 --- a/src/server/game/Combat/CombatManager.cpp +++ b/src/server/game/Combat/CombatManager.cpp @@ -337,11 +337,15 @@ bool CombatManager::UpdateOwnerCombatState() const { _owner->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); _owner->AtEnterCombat(); + if (!_owner->CanHaveThreatList() && !_owner->IsEngaged()) + _owner->AtEngage(GetAnyTarget()); } else { _owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); _owner->AtExitCombat(); + if (_owner->IsEngaged() && !(_owner->ToCreature() && _owner->ToCreature()->IsAIEnabled())) + _owner->AtDisengage(); } if (Unit* master = _owner->GetCharmerOrOwner()) |