Core/Entities: Kick engagement logic upstairs to Unit (from ThreatManager), since all Units with AI need it (not just those with threat list).

Port From (https://github.com/TrinityCore/TrinityCore/commit/35e55f10899712435102764671241b94a2026599)
This commit is contained in:
hondacrx
2021-12-23 20:00:45 -05:00
parent ff48f2cab9
commit 8694a2ae24
6 changed files with 49 additions and 42 deletions
+3
View File
@@ -54,6 +54,9 @@ namespace Game.Entities
internal float[] m_modAttackSpeedPct = new float[(int)WeaponAttackType.Max];
protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
// Threat+combat management
bool m_isEngaged;
CombatManager m_combatManager;
ThreatManager m_threatManager;