Combat/Threat: Now set engaged state for all units on offline reference registration (vanished/invis'd units). For non-PASSIVE units, this will immediately cause an evade.
Port From (https://github.com/TrinityCore/TrinityCore/commit/fdc1c5b6c952262f98f15f35dcf19fe293c65d5b)
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@@ -303,12 +303,12 @@ namespace Game.Combat
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PutThreatListRef(target.GetGUID(), newRefe);
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target.GetThreatManager().PutThreatenedByMeRef(_owner.GetGUID(), newRefe);
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Creature cOwner = _owner.ToCreature();
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Cypher.Assert(cOwner != null); // if we got here the owner can have a threat list, and must be a creature!
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if (!_ownerEngaged && (cOwner.HasReactState(ReactStates.Passive) || !newRefe.IsOffline()))
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if (!_ownerEngaged)
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{
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_ownerEngaged = true;
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Creature cOwner = _owner.ToCreature();
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Cypher.Assert(cOwner != null); // if we got here the owner can have a threat list, and must be a creature!
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SaveCreatureHomePositionIfNeed(cOwner);
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if (cOwner.IsAIEnabled)
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cOwner.GetAI().JustEngagedWith(target);
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