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-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp4
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.h4
2 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index fd4f0ff56d4..8e6f0903c94 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -11986,7 +11986,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if (IsAIEnabled)
{
creature->AI()->EnterCombat(enemy);
- RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // always remove Out of Combat Non Attackable flag if we enter combat and AI is enabled
+ 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);
@@ -12019,7 +12019,7 @@ void Unit::ClearInCombat()
if (Creature* creature = ToCreature())
{
if (creature->GetCreatureInfo() && creature->GetCreatureInfo()->unit_flags & UNIT_FLAG_IMMUNE_TO_PC)
- SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // re-apply Out of Combat Non Attackable flag if we leave combat, can be overriden in scripts in EnterEvadeMode()
+ 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))
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index ae376b81df9..ab42e630469 100755
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -589,8 +589,8 @@ enum UnitFlags
UNIT_FLAG_PREPARATION = 0x00000020, // don't take reagents for spells with SPELL_ATTR5_NO_REAGENT_WHILE_PREP
UNIT_FLAG_UNK_6 = 0x00000040,
UNIT_FLAG_NOT_ATTACKABLE_1 = 0x00000080, // ?? (UNIT_FLAG_PVP_ATTACKABLE | UNIT_FLAG_NOT_ATTACKABLE_1) is NON_PVP_ATTACKABLE
- UNIT_FLAG_IMMUNE_TO_PC = 0x00000100, // disables actions by PlayerCharacters (PC) on unit - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget
- UNIT_FLAG_IMMUNE_TO_NPC = 0x00000200, // disables actions by NonPlayerCharacters (NPC) on unit - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget
+ UNIT_FLAG_IMMUNE_TO_PC = 0x00000100, // disables combat/assistance with PlayerCharacters (PC) - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget
+ UNIT_FLAG_IMMUNE_TO_NPC = 0x00000200, // disables combat/assistance with NonPlayerCharacters (NPC) - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget
UNIT_FLAG_LOOTING = 0x00000400, // loot animation
UNIT_FLAG_PET_IN_COMBAT = 0x00000800, // in combat?, 2.0.8
UNIT_FLAG_PVP = 0x00001000, // changed in 3.0.3