Core/Creature: Attach out-of-combat health regen to the Engaged system, not the Combat flag.
Port From (https://github.com/TrinityCore/TrinityCore/commit/e3411b4740be2241c49361f9f6223f52f4389c7d)
This commit is contained in:
@@ -590,7 +590,7 @@ namespace Game.Entities
|
|||||||
|
|
||||||
if (RegenTimer == 0)
|
if (RegenTimer == 0)
|
||||||
{
|
{
|
||||||
bool bInCombat = IsInCombat() && (!GetVictim() || // if IsInCombat() is true and this has no victim
|
bool bInCombat = IsEngaged() && (!GetVictim() || // if IsInCombat() is true and this has no victim
|
||||||
!GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself() || // or the victim/owner/charmer is not a player
|
!GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself() || // or the victim/owner/charmer is not a player
|
||||||
!GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself().IsGameMaster()); // or the victim/owner/charmer is not a GameMaster
|
!GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself().IsGameMaster()); // or the victim/owner/charmer is not a GameMaster
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user