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authorWyrserth <43747507+Wyrserth@users.noreply.github.com>2019-06-16 20:02:02 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-11 14:13:53 +0100
commit4c5ae42a63845eae7707d50fd813d9da629389d1 (patch)
treee247556ec1502a84af1f1e0e7b4e6c3704225295 /src
parente846d4c3ef04d75839325409df109156d8ccced0 (diff)
Core/Creature: drop current target when evading while a spell cast is in progress (#23420)
* Core/Creature: drop current target when evading while a spell cast is in progress. Closes #18373. * Update Creature.h, thanks jackpoz! (cherry picked from commit 5ac9b20fcfeccac906ff39109e94d77e811597a3)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Creature/Creature.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h
index a2a14332eda..51f3252796c 100644
--- a/src/server/game/Entities/Creature/Creature.h
+++ b/src/server/game/Entities/Creature/Creature.h
@@ -349,7 +349,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
// Handling caster facing during spellcast
void SetTarget(ObjectGuid const& guid) override;
void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Creature for forced (client displayed) target reacquisition in the next ::Update call
- void DoNotReacquireTarget() { m_shouldReacquireTarget = false; m_suppressedTarget = ObjectGuid::Empty; m_suppressedOrientation = 0.0f; }
+ void DoNotReacquireTarget() { m_shouldReacquireTarget = false; m_suppressedTarget = ObjectGuid::Empty; SetTarget(ObjectGuid::Empty); m_suppressedOrientation = 0.0f; }
void FocusTarget(Spell const* focusSpell, WorldObject const* target);
bool IsFocusing(Spell const* focusSpell = nullptr, bool withDelay = false) override;
void ReleaseFocus(Spell const* focusSpell = nullptr, bool withDelay = true);