From 34ef05ce0bfa34855ce33fcdf2bf82d257ae6672 Mon Sep 17 00:00:00 2001 From: Trisjdc Date: Thu, 2 Jun 2016 23:07:27 +0100 Subject: Core/Creatures: Remove resetting of UNIT_FLAG_IMMUNE_TO_PC on combat clearing --- src/server/game/Entities/Unit/Unit.cpp | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) (limited to 'src/server/game/Entities') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 2aa32374087..df8d43062c5 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -11398,10 +11398,8 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy) if (enemy) { if (IsAIEnabled) - { creature->AI()->EnterCombat(enemy); - RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // unit has engaged in combat, remove immunity so players can fight back - } + if (creature->GetFormation()) creature->GetFormation()->MemberAttackStart(creature, enemy); } @@ -11442,9 +11440,6 @@ void Unit::ClearInCombat() // Player's state will be cleared in Player::UpdateContestedPvP if (Creature* creature = ToCreature()) { - if (creature->GetCreatureTemplate() && creature->GetCreatureTemplate()->unit_flags & UNIT_FLAG_IMMUNE_TO_PC) - SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // set immunity state to the one from db on evade - ClearUnitState(UNIT_STATE_ATTACK_PLAYER); if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED)) SetUInt32Value(UNIT_DYNAMIC_FLAGS, creature->GetCreatureTemplate()->dynamicflags); -- cgit v1.2.3