From e8dfd8c25c69247b17bc9359dfbe3a1d96ef98bf Mon Sep 17 00:00:00 2001 From: Shauren Date: Sun, 4 Sep 2022 21:34:47 +0200 Subject: Core/Combat: Allow PvE combat references to become suppressed, just like PvP ones --- src/server/game/Entities/Unit/Unit.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Entities/Unit') diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index af0e4bb448b..0e2656cfcf3 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -1141,7 +1141,7 @@ class TC_GAME_API Unit : public WorldObject bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); } bool IsInCombatWith(Unit const* who) const { return who && m_combatManager.IsInCombatWith(who); } - void SetInCombatWith(Unit* enemy, bool suppressPvpTargetCombat = false) { if (enemy) m_combatManager.SetInCombatWith(enemy, suppressPvpTargetCombat); } + void SetInCombatWith(Unit* enemy, bool addSecondUnitSuppressed = false) { if (enemy) m_combatManager.SetInCombatWith(enemy, addSecondUnitSuppressed); } void ClearInCombat() { m_combatManager.EndAllCombat(); } void UpdatePetCombatState(); // Threat handling -- cgit v1.2.3