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authorSnapperRy <snapperryen@gmail.com>2016-10-04 00:23:49 +0200
committerSnapperRy <snapperryen@gmail.com>2016-10-04 00:23:49 +0200
commitc25f7c48b5ba3982fc83b8c88a8cff619f72b162 (patch)
treee80f011892801f9a25e03ff0d8be47fac9d49d9d /src
parent283aec96560f66a72b4d563eefbccdbee2de10ea (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.
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 46716e968a4..e0d73809d5a 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -8619,7 +8619,7 @@ 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)