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-rw-r--r--src/server/game/AI/CreatureAI.cpp3
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
2 files changed, 1 insertions, 4 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 33de8b09123..352ae635878 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -134,10 +134,7 @@ void CreatureAI::MoveInLineOfSight(Unit* who)
return;
if (me->HasReactState(REACT_AGGRESSIVE) && me->CanStartAttack(who, false))
- {
- me->AddThreat(who, 0.0f); // ensure our initial target is the first thing added to threat list so we don't randomly switch off if DoZoneInCombat is called during the EnterCombat hook
AttackStart(who);
- }
//else if (who->GetVictim() && me->IsFriendlyTo(who)
// && me->IsWithinDistInMap(who, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
// && me->CanStartAttack(who->GetVictim(), true)) /// @todo if we use true, it will not attack it when it arrives
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index d983e307f10..439a3621d69 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -7303,10 +7303,10 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
if (GetTypeId() == TYPEID_UNIT && !IsPet())
{
// should not let player enter combat by right clicking target - doesn't helps
+ AddThreat(victim, 0.0f);
SetInCombatWith(victim);
if (victim->GetTypeId() == TYPEID_PLAYER)
victim->SetInCombatWith(this);
- AddThreat(victim, 0.0f);
ToCreature()->SendAIReaction(AI_REACTION_HOSTILE);
ToCreature()->CallAssistance();