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authorTreeston <treeston.mmoc@gmail.com>2019-06-23 00:32:13 +0200
committerTreeston <treeston.mmoc@gmail.com>2019-06-23 00:32:13 +0200
commitdbe3bbefe734f8824e8f07c302e256f0d446b974 (patch)
tree9c6e801e779b752bf15512c7bfac9efea7c5c8ff /src/server/game/Combat/CombatManager.cpp
parentc06330acf2b307604c97bdd7ad5dfd34b97bbf23 (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.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 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())