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authorKaytotes <kaytotes@users.noreply.github.com>2022-06-09 13:04:44 +0100
committerShauren <shauren.trinity@gmail.com>2022-06-10 19:25:46 +0200
commit2e0afa7bca3b6de10eacbcc082193d2c67050f88 (patch)
tree39ad3fbff9202ff85eaf37a71169f40f86a82fd5 /src
parent84996901ccb22e2a82745d469f3560f7574a64c5 (diff)
Core/Units: Removed incorrect facing movement packet sent with every creature autoattack (#28006)
(cherry picked from commit eab6852b686ffaafa3aefb09b9c310c453db55aa)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 73fbce8b840..bf816e5409c 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -2053,9 +2053,6 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extr
if (!extra && _lastExtraAttackSpell)
_lastExtraAttackSpell = 0;
- if (GetTypeId() == TYPEID_UNIT && !HasUnitFlag(UNIT_FLAG_POSSESSED) && !HasUnitFlag2(UNIT_FLAG2_CANNOT_TURN))
- SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
-
// melee attack spell cast at main hand attack only - no normal melee dmg dealt
if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL] && !extra)
m_currentSpells[CURRENT_MELEE_SPELL]->cast();