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-rw-r--r--src/game/CreatureAIImpl.h7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/game/CreatureAIImpl.h b/src/game/CreatureAIImpl.h
index b35d5d7ed01..58c78522888 100644
--- a/src/game/CreatureAIImpl.h
+++ b/src/game/CreatureAIImpl.h
@@ -265,7 +265,7 @@ inline void CreatureAI::SetGazeOn(Unit *target)
if(me->canAttack(target))
{
AttackStart(target);
- me->SetReactState(REACT_PASSIVE);
+ me->SetReactState(REACT_AGGRESSIVE);
}
}
@@ -301,6 +301,7 @@ inline bool CreatureAI::UpdateCombatState()
else if(me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
+ me->SetReactState(REACT_PASSIVE);
return false;
}
@@ -321,6 +322,7 @@ inline bool CreatureAI::UpdateVictim()
else if(me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
+ me->SetReactState(REACT_PASSIVE);
return false;
}
@@ -346,6 +348,7 @@ inline bool CreatureAI::_EnterEvadeMode()
// sometimes bosses stuck in combat?
me->DeleteThreatList();
me->CombatStop(true);
+ me->ResetPlayerDamageReq();
if(me->IsInEvadeMode())
return false;
@@ -353,7 +356,7 @@ inline bool CreatureAI::_EnterEvadeMode()
me->RemoveAllAuras();
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
- me->ResetPlayerDamageReq();
+ me->SetReactState(REACT_AGGRESSIVE);
return true;
}