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authorTrisjdc <trisjdc@gmail.com>2014-05-28 21:52:01 +0100
committerTrisjdc <trisjdc@gmail.com>2014-05-28 21:52:01 +0100
commit9f50dd3bd63ea432fb83e3fbca63002ff3525301 (patch)
treef336c14295e9636ee0d1fc28feb437c2c746011b /src
parent01b33a67726d04a2862fd079c02fb432e2b9ec9b (diff)
Core/PetAI: Pin should not be interrupted if the victim has a breakable aura
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/CoreAI/PetAI.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/AI/CoreAI/PetAI.cpp b/src/server/game/AI/CoreAI/PetAI.cpp
index f0a75403c8c..7c640f9a66d 100644
--- a/src/server/game/AI/CoreAI/PetAI.cpp
+++ b/src/server/game/AI/CoreAI/PetAI.cpp
@@ -89,7 +89,8 @@ void PetAI::UpdateAI(uint32 diff)
if (me->GetVictim() && me->EnsureVictim()->IsAlive())
{
// is only necessary to stop casting, the pet must not exit combat
- if (me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
+ if (!me->GetCurrentSpell(CURRENT_CHANNELED_SPELL) && // ignore channeled spells (Pin, Seduction)
+ me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
{
me->InterruptNonMeleeSpells(false);
return;