From c05466fa0c2dc9b07528ed967d77bf0313fdafff Mon Sep 17 00:00:00 2001 From: Meji Date: Fri, 10 Nov 2023 22:01:27 +0100 Subject: Core/Creatures: Remove stand state when a creature attacks or dies (#29396) --- src/server/game/Entities/Unit/Unit.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index d16798ec6a5..950db3570b1 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -5670,8 +5670,9 @@ bool Unit::Attack(Unit* victim, bool meleeAttack) creature->SendAIReaction(AI_REACTION_HOSTILE); creature->CallAssistance(); - // Remove emote state - will be restored on creature reset + // Remove emote and stand state - will be restored on creature reset SetEmoteState(EMOTE_ONESHOT_NONE); + SetStandState(UNIT_STAND_STATE_STAND); } // delay offhand weapon attack by 50% of the base attack time @@ -8506,6 +8507,7 @@ void Unit::setDeathState(DeathState s) SetHealth(0); SetPower(GetPowerType(), 0); SetEmoteState(EMOTE_ONESHOT_NONE); + SetStandState(UNIT_STAND_STATE_STAND); // players in instance don't have ZoneScript, but they have InstanceScript if (ZoneScript* zoneScript = GetZoneScript() ? GetZoneScript() : GetInstanceScript()) -- cgit v1.2.3