From 5cea572a9ad524c6f28ff8519bee61d1ff4357d0 Mon Sep 17 00:00:00 2001 From: Treeston Date: Mon, 27 Aug 2018 19:08:17 +0200 Subject: Core/Threat: Threat system adjustments: * Online states are now re-evaluated before victim update instead of continuously. Closes #22226. Tagging #21501. * Victim update now happens every 1s as opposed to every server tick unless current target goes away. * Suppressed threat is no longer re-established until the victim gains additional threat (by hitting the target, for instance). * Assistance threat is now split between non-controlled units threatened by target, as opposed to all units threatened by target. --- src/server/game/Spells/SpellEffects.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Spells/SpellEffects.cpp') diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 1e82dd8cf71..55c9df76914 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -3976,7 +3976,7 @@ void Spell::EffectSanctuary(SpellEffIndex /*effIndex*/) { // in dungeons (or for nonplayers), reset this unit on all enemies' threat lists for (auto const& pair : unitTarget->GetThreatManager().GetThreatenedByMeList()) - pair.second->SetThreat(0.0f); + pair.second->ScaleThreat(0.0f); } // makes spells cast before this time fizzle -- cgit v1.2.3