From 35eeb76506086cf96a4fdf3985dd5cf7d82d0254 Mon Sep 17 00:00:00 2001 From: SnapperRy Date: Tue, 4 Oct 2016 00:23:49 +0200 Subject: Core/Unit: don't reset offhand timer for players when starting attack. Creatures are unaffected by this change. Not sure how they should behave in this case, so leaving it alone for now. Closes #945. (cherry picked from commit c25f7c48b5ba3982fc83b8c88a8cff619f72b162) --- src/server/game/Entities/Unit/Unit.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 3485b7c4add..30af36ef3ac 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -6824,7 +6824,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack) } // delay offhand weapon attack to next attack time - if (haveOffhandWeapon()) + if (haveOffhandWeapon() && GetTypeId() != TYPEID_PLAYER) resetAttackTimer(OFF_ATTACK); if (meleeAttack) -- cgit v1.2.3