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authorTreeston <treeston.mmoc@gmail.com>2016-02-27 15:59:43 +0100
committerTreeston <treeston.mmoc@gmail.com>2016-02-27 15:59:43 +0100
commit79a945d5e573b48733ee5094a3c738a5d8904dbc (patch)
tree1cba6d8f712d2fae986abba7ef33f0026270fbdc /src/server/game/Combat/ThreatManager.cpp
parent31cd082833926539c56569ff6faabc139f5f3223 (diff)
parentb5b7ce44cfeb98bf47eb6c9e0c926994ad53ede8 (diff)
Merge pull request #16666 from Treeston/3.3.5-bodypull
[3.3.5] Fix bosses losing interest in the person running at them
Diffstat (limited to 'src/server/game/Combat/ThreatManager.cpp')
-rw-r--r--src/server/game/Combat/ThreatManager.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index 588e7b1a93b..9767d69e2aa 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -335,7 +335,7 @@ HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileR
{
// current victim is a second choice target, so don't compare threat with it below
if (currentRef == currentVictim)
- currentVictim = NULL;
+ currentVictim = nullptr;
++iter;
continue;
}
@@ -437,12 +437,15 @@ void ThreatManager::_addThreat(Unit* victim, float threat)
if (!ref) // there was no ref => create a new one
{
+ bool isFirst = iThreatContainer.empty();
// threat has to be 0 here
HostileReference* hostileRef = new HostileReference(victim, this, 0);
iThreatContainer.addReference(hostileRef);
hostileRef->addThreat(threat); // now we add the real threat
if (victim->GetTypeId() == TYPEID_PLAYER && victim->ToPlayer()->IsGameMaster())
hostileRef->setOnlineOfflineState(false); // GM is always offline
+ else if (isFirst)
+ setCurrentVictim(hostileRef);
}
}