Combat/Threat: Split ThreatManager::NotifyDisengaged off from ThreatManager::ClearAllThreat. NotifyDisengaged signifies intent to clear the engagement flag, and should only be called from AI.

Port From (https://github.com/TrinityCore/TrinityCore/commit/38d7c1530a65a7ff1bd10775c4a35269b2416538)
This commit is contained in:
hondacrx
2021-12-24 20:15:10 -05:00
parent 3c38758f09
commit 3cf7f6b831
8 changed files with 15 additions and 12 deletions
+2 -5
View File
@@ -224,18 +224,15 @@ namespace Game.AI
me.RemoveAurasOnEvade();
// sometimes bosses stuck in combat?
me.GetThreatManager().ClearAllThreat();
me.CombatStop(true);
me.GetThreatManager().NotifyDisengaged();
me.SetLootRecipient(null);
me.ResetPlayerDamageReq();
me.SetLastDamagedTime(0);
me.SetCannotReachTarget(false);
me.DoNotReacquireTarget();
if (me.IsInEvadeMode())
return false;
return true;
return !me.IsInEvadeMode();
}
public CypherStrings VisualizeBoundary(int duration, Unit owner = null, bool fill = false)