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-rw-r--r--src/server/game/Entities/Unit/Unit.cpp13
1 files changed, 9 insertions, 4 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 02469f0ed86..6e485f64fc2 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -5657,6 +5657,11 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
if (GetTypeId() == TYPEID_PLAYER && IsMounted())
return false;
+ Creature* creature = ToCreature();
+ // creatures cannot attack while evading
+ if (creature && creature->IsInEvadeMode())
+ return false;
+
if (HasUnitFlag(UNIT_FLAG_PACIFIED))
return false;
@@ -5721,7 +5726,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
//if (GetTypeId() == TYPEID_UNIT)
// ToCreature()->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
- if (GetTypeId() == TYPEID_UNIT && !IsPet())
+ if (creature && !IsPet())
{
// should not let player enter combat by right clicking target - doesn't helps
AddThreat(victim, 0.0f);
@@ -5729,8 +5734,8 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
if (victim->GetTypeId() == TYPEID_PLAYER)
victim->SetInCombatWith(this);
- ToCreature()->SendAIReaction(AI_REACTION_HOSTILE);
- ToCreature()->CallAssistance();
+ creature->SendAIReaction(AI_REACTION_HOSTILE);
+ creature->CallAssistance();
// Remove emote state - will be restored on creature reset
SetEmoteState(EMOTE_ONESHOT_NONE);
@@ -5745,7 +5750,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
// Let the pet know we've started attacking someting. Handles melee attacks only
// Spells such as auto-shot and others handled in WorldSession::HandleCastSpellOpcode
- if (this->GetTypeId() == TYPEID_PLAYER)
+ if (GetTypeId() == TYPEID_PLAYER)
{
Pet* playerPet = this->ToPlayer()->GetPet();