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authorWyrserth <wyrserth@protonmail.com>2019-06-27 22:08:39 +0200
committerGitHub <noreply@github.com>2019-06-27 22:08:39 +0200
commit5dc2dfd60c4ecd243729e86496d926976e383156 (patch)
tree0e930831ede2354c4f98b899698475656cecba2a /src/server/game/Spells/Spell.cpp
parentcf223370f3345a7cfa39f8bfb23835391603f985 (diff)
Core/Spell: fix some issues with taunt spells (#23425)
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rw-r--r--src/server/game/Spells/Spell.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index dcaa1fd2b2c..e7439700fc1 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -2280,6 +2280,10 @@ void Spell::TargetInfo::PreprocessTarget(Spell* spell)
else if (MissCondition == SPELL_MISS_REFLECT && ReflectResult == SPELL_MISS_NONE)
_spellHitTarget = spell->m_caster->ToUnit();
+ // Ensure that a player target is put in combat by a taunt, even if they result immune clientside
+ if ((MissCondition == SPELL_MISS_IMMUNE || MissCondition == SPELL_MISS_IMMUNE2) && spell->m_caster->GetTypeId() == TYPEID_PLAYER && unit->GetTypeId() == TYPEID_PLAYER && spell->m_caster->IsValidAttackTarget(unit, spell->GetSpellInfo()))
+ unit->SetInCombatWith(spell->m_caster->ToPlayer());
+
_enablePVP = false; // need to check PvP state before spell effects, but act on it afterwards
if (_spellHitTarget)
{