diff options
| author | Treeston <treeston.mmoc@gmail.com> | 2016-08-21 11:07:38 +0200 |
|---|---|---|
| committer | joschiwald <joschiwald.trinity@gmail.com> | 2017-02-12 17:04:08 +0100 |
| commit | 8b7934f7185069cf851d09adcd5abd1b11be74bd (patch) | |
| tree | a8081b711120ba28ca069e753bc503171e56233a /src/server/game/Entities/Unit | |
| parent | cd811271d9048569aa2cae4c66f5eaa552f68b15 (diff) | |
Core/Spells: Fix orientation- and targeting-related issues if the creature isn't currently engaged in combat. (#17120)
Also disable spell focus system for vehicle control auras.
Closes #16572
Closes #17016
(cherry picked from commit 6f85422f0b7221dd38eaa70320b8a28b5fe7a2ef)
Diffstat (limited to 'src/server/game/Entities/Unit')
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 7 | ||||
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.h | 2 |
2 files changed, 0 insertions, 9 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 97cb5288102..05f0fac318b 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -263,7 +263,6 @@ Unit::Unit(bool isWorldObject) : m_createStats[i] = 0.0f; m_attacking = nullptr; - m_shouldReacquireTarget = false; if (GetTypeId() == TYPEID_PLAYER) { m_modMeleeHitChance = 7.5f; @@ -6769,12 +6768,6 @@ bool Unit::Attack(Unit* victim, bool meleeAttack) if (HasAuraType(SPELL_AURA_MOD_UNATTACKABLE)) RemoveAurasByType(SPELL_AURA_MOD_UNATTACKABLE); - if (m_shouldReacquireTarget) - { - SetTarget(victim->GetGUID()); - m_shouldReacquireTarget = false; - } - if (m_attacking) { if (m_attacking == victim) diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index e85dbe3ce54..f69672317e1 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -1396,7 +1396,6 @@ class TC_GAME_API Unit : public WorldObject void _removeAttacker(Unit* pAttacker); // must be called only from Unit::AttackStop() Unit* getAttackerForHelper() const; // If someone wants to help, who to give them bool Attack(Unit* victim, bool meleeAttack); - void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Unit for forced (client displayed) target reacquisition in the next ::Attack call void CastStop(uint32 except_spellid = 0); bool AttackStop(); void RemoveAllAttackers(); @@ -2311,7 +2310,6 @@ class TC_GAME_API Unit : public WorldObject AttackerSet m_attackers; Unit* m_attacking; - bool m_shouldReacquireTarget; DeathState m_deathState; |
