diff options
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 33a6c55433f..a2d899a4cac 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -10526,6 +10526,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy) if(GetTypeId() != TYPEID_PLAYER) { //if(GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_IDLE) != IDLE_MOTION_TYPE) + if (((Creature *)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE) ((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); if(enemy) { @@ -11291,7 +11292,7 @@ Unit* Creature::SelectVictim() // it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list // for example at owner command to pet attack some far away creature // Note: creature not have targeted movement generator but have attacker in this case - if(m_attackers.size()) + if(m_attackers.size() && m_ThreatManager.isThreatListEmpty()) //there are some cases null target are always returned,so creature evade can not be called at all. such as pull creature at a distance beyond the attackdist to the attacker return NULL; /*if( GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE ) { |