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authorSnapperRy <snapperryen@gmail.com>2016-10-04 00:23:49 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-03-05 01:06:45 +0100
commit35eeb76506086cf96a4fdf3985dd5cf7d82d0254 (patch)
tree81283ea6ea7aaff58e00df7186d23da547c9e3f5 /src
parent30153510e804c6fd05439e8920605185874b3453 (diff)
Core/Unit: don't reset offhand timer for players when starting attack.
Creatures are unaffected by this change. Not sure how they should behave in this case, so leaving it alone for now. Closes #945. (cherry picked from commit c25f7c48b5ba3982fc83b8c88a8cff619f72b162)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 3485b7c4add..30af36ef3ac 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -6824,7 +6824,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
}
// delay offhand weapon attack to next attack time
- if (haveOffhandWeapon())
+ if (haveOffhandWeapon() && GetTypeId() != TYPEID_PLAYER)
resetAttackTimer(OFF_ATTACK);
if (meleeAttack)