Core/Threat: Re-add fixate system. I am being told Netherspite needs it.

Port From (https://github.com/TrinityCore/TrinityCore/commit/16eb5032ad0e8fbc9cd9d3229be65a8f0190347b)
This commit is contained in:
hondacrx
2021-09-26 14:23:30 -04:00
parent 889e0570f0
commit aa5994f457
2 changed files with 34 additions and 2 deletions
+2 -1
View File
@@ -933,10 +933,11 @@ namespace Game.Chat
handler.SendSysMessage($"{target.GetName()} ({target.GetGUID()}, SpawnID {(target.IsCreature() ? target.ToCreature().GetSpawnId() : 0)}) is not engaged, but still has a threat list? Well, here it is:");
count = 0;
Unit fixateVictim = mgr.GetFixateTarget();
foreach (ThreatReference refe in mgr.GetSortedThreatList())
{
Unit unit = refe.GetVictim();
handler.SendSysMessage($" {++count}. {unit.GetName()} ({unit.GetGUID()}) - threat {refe.GetThreat()}[{refe.GetTauntState()}][{refe.GetOnlineState()}]");
handler.SendSysMessage($" {++count}. {unit.GetName()} ({unit.GetGUID()}) - threat {refe.GetThreat()}[{(unit == fixateVictim ? "FIXATE" : refe.GetTauntState())}][{refe.GetOnlineState()}]");
}
handler.SendSysMessage("End of threat list.");
}