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authorJason Dove <1695733+jasongdove@users.noreply.github.com>2024-10-08 10:43:52 -0500
committerGitHub <noreply@github.com>2024-10-08 17:43:52 +0200
commitd93ca90d49827ddbea1478e7a3966a03c81a3d58 (patch)
tree1ebe0ff05f73ddc82e7a0eb6fd9821ffd651598c /src
parent00d12f8b8d25b3926b233bf6be6cc21be5b6199f (diff)
Core/Units: Fix melee attack victim level calculation (#30329)
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 965568f819f..9170e81005f 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -2338,7 +2338,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(Unit const* victim, WeaponAttackTy
int32 roll = urand(0, 9999);
int32 attackerLevel = GetLevelForTarget(victim);
- int32 victimLevel = GetLevelForTarget(this);
+ int32 victimLevel = victim->GetLevelForTarget(this);
// check if attack comes from behind, nobody can parry or block if attacker is behind
bool canParryOrBlock = victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION);