From dbe3bbefe734f8824e8f07c302e256f0d446b974 Mon Sep 17 00:00:00 2001 From: Treeston Date: Sun, 23 Jun 2019 00:32:13 +0200 Subject: Core/Entities: Kick engagement logic upstairs to Unit (from ThreatManager), since all Units with AI need it (not just those with threat list). Fixes #17981. --- src/server/game/Combat/CombatManager.cpp | 4 ++++ 1 file changed, 4 insertions(+) (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 2d124b9b560..9e5a8f5fb02 100644 --- a/src/server/game/Combat/CombatManager.cpp +++ b/src/server/game/Combat/CombatManager.cpp @@ -337,11 +337,15 @@ bool CombatManager::UpdateOwnerCombatState() const { _owner->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); _owner->AtEnterCombat(); + if (!_owner->CanHaveThreatList() && !_owner->IsEngaged()) + _owner->AtEngage(GetAnyTarget()); } else { _owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); _owner->AtExitCombat(); + if (_owner->IsEngaged() && !(_owner->ToCreature() && _owner->ToCreature()->IsAIEnabled())) + _owner->AtDisengage(); } if (Unit* master = _owner->GetCharmerOrOwner()) -- cgit v1.2.3