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-rw-r--r--src/server/game/Entities/Unit/Unit.cpp7
1 files changed, 1 insertions, 6 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 2aa32374087..df8d43062c5 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -11398,10 +11398,8 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if (enemy)
{
if (IsAIEnabled)
- {
creature->AI()->EnterCombat(enemy);
- RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // unit has engaged in combat, remove immunity so players can fight back
- }
+
if (creature->GetFormation())
creature->GetFormation()->MemberAttackStart(creature, enemy);
}
@@ -11442,9 +11440,6 @@ void Unit::ClearInCombat()
// Player's state will be cleared in Player::UpdateContestedPvP
if (Creature* creature = ToCreature())
{
- if (creature->GetCreatureTemplate() && creature->GetCreatureTemplate()->unit_flags & UNIT_FLAG_IMMUNE_TO_PC)
- SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // set immunity state to the one from db on evade
-
ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
SetUInt32Value(UNIT_DYNAMIC_FLAGS, creature->GetCreatureTemplate()->dynamicflags);