diff options
author | Treeston <treeston.mmoc@gmail.com> | 2018-01-15 15:42:41 +0100 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2021-06-15 23:22:50 +0200 |
commit | 56fcd8ba1dc33e00ff6f98704764dcdebd838fd3 (patch) | |
tree | dff461aff58b367ebb7ad2a4c3ebbd26c4c6b443 /src | |
parent | 08ac27d9598d8b2708de502ed9d83a554949af93 (diff) |
Core/Threat: Fix a potential crash that would occur in specific edge cases of AI being a bit naughty.
(cherry picked from commit 1847555c8c9e630d4d5f1328f25c875f408be949)
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Combat/CombatManager.cpp | 2 | ||||
-rw-r--r-- | src/server/game/Combat/ThreatManager.cpp | 8 |
2 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/Combat/CombatManager.cpp b/src/server/game/Combat/CombatManager.cpp index f2186d7fa8a..7630e3c1d2d 100644 --- a/src/server/game/Combat/CombatManager.cpp +++ b/src/server/game/Combat/CombatManager.cpp @@ -201,7 +201,7 @@ bool CombatManager::SetInCombatWith(Unit* who) NotifyAICombat(_owner, who); if (needOtherAI) NotifyAICombat(who, _owner); - return true; + return IsInCombatWith(who); } bool CombatManager::IsInCombatWith(ObjectGuid const& guid) const diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp index 6d24750a6be..8ca4dac268c 100644 --- a/src/server/game/Combat/ThreatManager.cpp +++ b/src/server/game/Combat/ThreatManager.cpp @@ -363,6 +363,10 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell } } + // ensure we're in combat (threat implies combat!) + if (!_owner->GetCombatManager().SetInCombatWith(target)) // if this returns false, we're not actually in combat, and thus cannot have threat! + return; // typical causes: bad scripts trying to add threat to GMs, dead targets etc + // ok, now we actually apply threat // check if we already have an entry - if we do, just increase threat for that entry and we're done auto it = _myThreatListEntries.find(target->GetGUID()); @@ -372,10 +376,6 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell return; } - // otherwise, ensure we're in combat (threat implies combat!) - if (!_owner->GetCombatManager().SetInCombatWith(target)) // if this returns false, we're not actually in combat, and thus cannot have threat! - return; // typical causes: bad scripts trying to add threat to GMs, dead targets etc - // ok, we're now in combat - create the threat list reference and push it to the respective managers ThreatReference* ref = new ThreatReference(this, target, amount); PutThreatListRef(target->GetGUID(), ref); |