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authorShauren <shauren.trinity@gmail.com>2022-09-04 21:34:47 +0200
committerShauren <shauren.trinity@gmail.com>2022-09-04 22:49:08 +0200
commite8dfd8c25c69247b17bc9359dfbe3a1d96ef98bf (patch)
treea69d7188cdb4f222ece61c6f7bc02540888d2bad /src/server/game/Entities/Unit
parentb59706c8b6856bdfe084a38330773725d3404f05 (diff)
Core/Combat: Allow PvE combat references to become suppressed, just like PvP ones
Diffstat (limited to 'src/server/game/Entities/Unit')
-rw-r--r--src/server/game/Entities/Unit/Unit.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index af0e4bb448b..0e2656cfcf3 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1141,7 +1141,7 @@ class TC_GAME_API Unit : public WorldObject
bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); }
bool IsInCombatWith(Unit const* who) const { return who && m_combatManager.IsInCombatWith(who); }
- void SetInCombatWith(Unit* enemy, bool suppressPvpTargetCombat = false) { if (enemy) m_combatManager.SetInCombatWith(enemy, suppressPvpTargetCombat); }
+ void SetInCombatWith(Unit* enemy, bool addSecondUnitSuppressed = false) { if (enemy) m_combatManager.SetInCombatWith(enemy, addSecondUnitSuppressed); }
void ClearInCombat() { m_combatManager.EndAllCombat(); }
void UpdatePetCombatState();
// Threat handling