From 52ea57d5cf00a7046e40c24d883d66fdbeae845e Mon Sep 17 00:00:00 2001 From: hondacrx Date: Sat, 3 Feb 2024 11:04:19 -0500 Subject: [PATCH] Core/Creatures: Remove stand state when a creature attacks or dies Port From (https://github.com/TrinityCore/TrinityCore/commit/c05466fa0c2dc9b07528ed967d77bf0313fdafff) --- Source/Game/Entities/Unit/Unit.Combat.cs | 3 ++- Source/Game/Entities/Unit/Unit.cs | 1 + 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/Source/Game/Entities/Unit/Unit.Combat.cs b/Source/Game/Entities/Unit/Unit.Combat.cs index 426ddc037..5b4fc287c 100644 --- a/Source/Game/Entities/Unit/Unit.Combat.cs +++ b/Source/Game/Entities/Unit/Unit.Combat.cs @@ -354,8 +354,9 @@ namespace Game.Entities creature.SendAIReaction(AiReaction.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.OneshotNone); + SetStandState(UnitStandStateType.Stand); } // delay offhand weapon attack by 50% of the base attack time diff --git a/Source/Game/Entities/Unit/Unit.cs b/Source/Game/Entities/Unit/Unit.cs index 61e3d89e8..fca5755cd 100644 --- a/Source/Game/Entities/Unit/Unit.cs +++ b/Source/Game/Entities/Unit/Unit.cs @@ -1551,6 +1551,7 @@ namespace Game.Entities SetHealth(0); SetPower(GetPowerType(), 0); SetEmoteState(Emote.OneshotNone); + SetStandState(UnitStandStateType.Stand); // players in instance don't have ZoneScript, but they have InstanceScript ZoneScript zoneScript = GetZoneScript() != null ? GetZoneScript() : GetInstanceScript();