Core/Threat: Fix a potential crash that would occur in specific edge cases of AI being a bit naughty.

Port From (https://github.com/TrinityCore/TrinityCore/commit/56fcd8ba1dc33e00ff6f98704764dcdebd838fd3)
This commit is contained in:
hondacrx
2021-06-22 20:51:08 -04:00
parent 58f326a909
commit 1c9eeb403a
2 changed files with 6 additions and 5 deletions
+2 -1
View File
@@ -146,7 +146,8 @@ namespace Game.Combat
NotifyAICombat(_owner, who);
if (needOtherAI)
NotifyAICombat(who, _owner);
return true;
return IsInCombatWith(who);
}
public bool IsInCombatWith(ObjectGuid guid)
+4 -4
View File
@@ -285,6 +285,10 @@ namespace Game.Combat
}
}
// ensure we're in combat (threat implies combat!)
if (!_owner.GetCombatManager().SetInCombatWith(target)) // if this returns false, we're not actually in combat, and thus cannot have threat!
return; // typical causes: bad scripts trying to add threat to GMs, dead targets etc
// ok, now we actually apply threat
// check if we already have an entry - if we do, just increase threat for that entry and we're done
var targetRefe = _myThreatListEntries.LookupByKey(target.GetGUID());
@@ -294,10 +298,6 @@ namespace Game.Combat
return;
}
// otherwise, ensure we're in combat (threat implies combat!)
if (!_owner.GetCombatManager().SetInCombatWith(target)) // if this returns false, we're not actually in combat, and thus cannot have threat!
return; // typical causes: bad scripts trying to add threat to GMs, dead targets etc
// ok, we're now in combat - create the threat list reference and push it to the respective managers
ThreatReference newRefe = new(this, target, amount);
PutThreatListRef(target.GetGUID(), newRefe);