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authorOvah <dreadkiller@gmx.de>2021-03-09 17:02:23 +0100
committerGitHub <noreply@github.com>2021-03-09 17:02:23 +0100
commite77100c9238cc6bd1c84f328773cb9a34a9be0bc (patch)
treebc9229092bee38839f6b8d1e0441f311953089c2 /src
parentc1a5672944394cae0855ed929e6ab2f19d61d9b2 (diff)
Core/PacketIO: corrected setting the NowDead field in SMSG_ATTACK_STOP
This fixes a weird facing behavior for creatures which caused them to face to their spawn position when dying instead of facing their current victim's orientation
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Server/Packets/CombatPackets.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Server/Packets/CombatPackets.cpp b/src/server/game/Server/Packets/CombatPackets.cpp
index f689b7b2669..63efe432ac0 100644
--- a/src/server/game/Server/Packets/CombatPackets.cpp
+++ b/src/server/game/Server/Packets/CombatPackets.cpp
@@ -37,7 +37,7 @@ WorldPackets::Combat::SAttackStop::SAttackStop(Unit const* attacker, Unit const*
if (victim)
{
Victim = victim->GetGUID();
- NowDead = victim->isDead();
+ NowDead = !victim->isAlive(); // using isAlive instead of isDead to catch JUST_DIED death states as well
}
}