diff options
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 21 |
1 files changed, 12 insertions, 9 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 43f9916f302..f47eb78bbf7 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -580,9 +580,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa // no xp,health if type 8 /critters/ if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER) { - // critters run away when hit - pVictim->GetMotionMaster()->MoveFleeing(this); - // allow loot only if has loot_id in creature_template if(damage >= pVictim->GetHealth()) { @@ -841,13 +838,13 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa if(damagetype != DOT) { - if(getVictim()) - { + if(!getVictim()) + /*{ // if have target and damage pVictim just call AI reaction if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI()) ((Creature*)pVictim)->AI()->AttackedBy(this); } - else + else*/ { // if not have main target then attack state with target (including AI call) //start melee attacks only after melee hit @@ -7288,8 +7285,8 @@ bool Unit::Attack(Unit *victim, bool meleeAttack) m_attacking = victim; m_attacking->_addAttacker(this); - if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI()) - ((Creature*)m_attacking)->AI()->AttackedBy(this); + //if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI()) + // ((Creature*)m_attacking)->AI()->AttackedBy(this); if(GetTypeId()==TYPEID_UNIT) { @@ -9744,6 +9741,10 @@ Unit* Creature::SelectHostilTarget() //next-victim-selection algorithm and evade mode are called //threat list sorting etc. + //This should not be called by unit who does not have a threatlist + //or who does not have threat (totem/pet/critter) + //otherwise enterevademode every update + if (!this->isAlive()) return false; @@ -9808,7 +9809,7 @@ Unit* Creature::SelectHostilTarget() for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr) { if( (*itr)->IsInMap(this) && canAttack(*itr) && (*itr)->isInAccessiblePlaceFor((Creature*)this) ) - return false; + return NULL; } }*/ @@ -12100,6 +12101,8 @@ void Unit::SetFeared(bool apply) Unit::AuraList const& fearAuras = GetAurasByType(SPELL_AURA_MOD_FEAR); if(!fearAuras.empty()) caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID()); + if(!caster) + caster = getAttackerForHelper(); GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing } else |