From 5ac9b20fcfeccac906ff39109e94d77e811597a3 Mon Sep 17 00:00:00 2001 From: Wyrserth <43747507+Wyrserth@users.noreply.github.com> Date: Sun, 16 Jun 2019 20:02:02 +0200 Subject: Core/Creature: drop current target when evading while a spell cast is in progress (#23420) * Core/Creature: drop current target when evading while a spell cast is in progress. Closes #18373. * Update Creature.h, thanks jackpoz! --- src/server/game/Entities/Creature/Creature.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h index 9b414e5846c..189e7db0d9c 100644 --- a/src/server/game/Entities/Creature/Creature.h +++ b/src/server/game/Entities/Creature/Creature.h @@ -341,7 +341,7 @@ class TC_GAME_API Creature : public Unit, public GridObject, public Ma // Handling caster facing during spellcast void SetTarget(ObjectGuid guid) override; void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Creature for forced (client displayed) target reacquisition in the next ::Update call - void DoNotReacquireTarget() { m_shouldReacquireTarget = false; m_suppressedTarget = ObjectGuid::Empty; m_suppressedOrientation = 0.0f; } + void DoNotReacquireTarget() { m_shouldReacquireTarget = false; m_suppressedTarget = ObjectGuid::Empty; SetGuidValue(UNIT_FIELD_TARGET, ObjectGuid::Empty); m_suppressedOrientation = 0.0f; } void FocusTarget(Spell const* focusSpell, WorldObject const* target); bool IsFocusing(Spell const* focusSpell = nullptr, bool withDelay = false) override; void ReleaseFocus(Spell const* focusSpell = nullptr, bool withDelay = true); -- cgit v1.2.3