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-rw-r--r--src/server/game/AI/CreatureAI.cpp15
-rw-r--r--src/server/game/Combat/ThreatManager.cpp9
2 files changed, 15 insertions, 9 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 7d617a9c384..5052033971f 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -193,15 +193,18 @@ static bool ShouldFollowOnSpawn(SummonPropertiesEntry const* properties)
void CreatureAI::JustAppeared()
{
- if (TempSummon* summon = me->ToTempSummon())
+ if (!IsEngaged())
{
- // Only apply this to specific types of summons
- if (!summon->GetVehicle() && ShouldFollowOnSpawn(summon->m_Properties))
+ if (TempSummon* summon = me->ToTempSummon())
{
- if (Unit* owner = summon->GetCharmerOrOwner())
+ // Only apply this to specific types of summons
+ if (!summon->GetVehicle() && ShouldFollowOnSpawn(summon->m_Properties))
{
- summon->GetMotionMaster()->Clear();
- summon->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, summon->GetFollowAngle());
+ if (Unit* owner = summon->GetCharmerOrOwner())
+ {
+ summon->GetMotionMaster()->Clear();
+ summon->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, summon->GetFollowAngle());
+ }
}
}
}
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index 6ad8de0aabb..41f96d2d7c8 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -25,6 +25,7 @@
#include "Player.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
+#include "TemporarySummon.h"
#include "Hacks/boost_1_74_fibonacci_heap.h"
BOOST_1_74_FIBONACCI_HEAP_MSVC_COMPILE_FIX(ThreatManager::threat_list_heap::value_type)
@@ -158,9 +159,11 @@ void ThreatReference::UnregisterAndFree()
if (cWho->IsPet() || cWho->IsTotem() || cWho->IsTrigger())
return false;
- // summons cannot have a threat list, unless they are controlled by a creature
- if (cWho->HasUnitTypeMask(UNIT_MASK_MINION | UNIT_MASK_GUARDIAN) && !cWho->GetOwnerGUID().IsCreature())
- return false;
+ // summons cannot have a threat list if they were summoned by a player
+ if (cWho->HasUnitTypeMask(UNIT_MASK_MINION | UNIT_MASK_GUARDIAN))
+ if (TempSummon const* tWho = cWho->ToTempSummon())
+ if (tWho->GetSummonerGUID().IsPlayer())
+ return false;
return true;
}