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authorTreeston <treeston.mmoc@gmail.com>2016-08-21 11:07:38 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-02-12 17:04:08 +0100
commit8b7934f7185069cf851d09adcd5abd1b11be74bd (patch)
treea8081b711120ba28ca069e753bc503171e56233a /src/server/game/Entities/Unit
parentcd811271d9048569aa2cae4c66f5eaa552f68b15 (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.cpp7
-rw-r--r--src/server/game/Entities/Unit/Unit.h2
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;