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authorAurelio Arcabascio <aurelioarcabascio@gmail.com>2021-01-02 13:10:26 -0500
committerShauren <shauren.trinity@gmail.com>2022-03-05 19:41:18 +0100
commit05a9b2d2cb40df7daedbce2712609f6bab9ad0e1 (patch)
treeb0e7f30999885edbb16b5e706bcf5353f1c4e7aa /src
parent5b9fec5f0befaa96221ccf57285cdb4f1a1faf2e (diff)
Core/Player: auto-attacked player stands up from sit or sleep state (#25684)
* Fixed Auto Attack bug on sitting player * Victim now stands during sleep and stand emotes (cherry picked from commit 4ea64b515aa952662dce11fd1012c566ae0d2449)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 94ad263d2fa..82d829e7c1d 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -1041,6 +1041,10 @@ bool Unit::HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel) cons
}
}
+ // check to see if victim is sitting
+ if (victim->GetStandState())
+ victim->SetStandState(UNIT_STAND_STATE_STAND);
+
return damage;
}