From c13d83796f7b2111c5dcf8546bdd84eccd232ae3 Mon Sep 17 00:00:00 2001 From: Treeston Date: Sun, 21 Jul 2019 01:49:58 +0200 Subject: Core/AI: Finally move the "is creature engaged" flag to be a property of the creature AI, where it honestly always belonged. Fixes #17981 and #23602 for real this time. (cherry picked from commit 0e7c66cb4c7ff7d44e232d0b50703a48605ffd24) --- src/server/game/Combat/CombatManager.cpp | 13 ++++--------- 1 file changed, 4 insertions(+), 9 deletions(-) (limited to 'src/server/game/Combat/CombatManager.cpp') diff --git a/src/server/game/Combat/CombatManager.cpp b/src/server/game/Combat/CombatManager.cpp index d6f7a55665b..a43bb72eca4 100644 --- a/src/server/game/Combat/CombatManager.cpp +++ b/src/server/game/Combat/CombatManager.cpp @@ -293,13 +293,8 @@ void CombatManager::EndAllPvPCombat() /*static*/ void CombatManager::NotifyAICombat(Unit* me, Unit* other) { - if (!me->IsAIEnabled()) - return; - me->GetAI()->JustEnteredCombat(other); - - if (Creature* cMe = me->ToCreature()) - if (!cMe->CanHaveThreatList()) - cMe->AI()->JustEngagedWith(other); + if (UnitAI* ai = me->GetAI()) + ai->JustEnteredCombat(other); } void CombatManager::PutReference(ObjectGuid const& guid, CombatReference* ref) @@ -336,14 +331,14 @@ bool CombatManager::UpdateOwnerCombatState() const { _owner->AddUnitFlag(UNIT_FLAG_IN_COMBAT); _owner->AtEnterCombat(); - if (!_owner->CanHaveThreatList() && !_owner->IsEngaged()) + if (_owner->GetTypeId() == TYPEID_UNIT) _owner->AtEngage(GetAnyTarget()); } else { _owner->RemoveUnitFlag(UNIT_FLAG_IN_COMBAT); _owner->AtExitCombat(); - if (_owner->IsEngaged() && !(_owner->ToCreature() && _owner->CanHaveThreatList() && _owner->ToCreature()->IsAIEnabled())) + if (_owner->GetTypeId() != TYPEID_UNIT) _owner->AtDisengage(); } -- cgit v1.2.3