Fix an oversight causing the main tank flag in SelectTarget to be inverted.

Port From (https://github.com/TrinityCore/TrinityCore/commit/1e6480ee358977cdb6596a0dba8b2a1c4ef04a0b)
This commit is contained in:
hondacrx
2020-08-22 14:39:39 -04:00
parent 98de3e2a02
commit e942d80fa5
+4 -4
View File
@@ -609,14 +609,14 @@ namespace Game.AI
/// <param name="unit">the reference unit</param>
/// <param name="dist">if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit</param>
/// <param name="playerOnly">self explaining</param>
/// <param name="withMainTank">allow current tank to be selected</param>
/// <param name="withTank">allow current tank to be selected</param>
/// <param name="aura">if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura</param>
public DefaultTargetSelector(Unit unit, float dist, bool playerOnly, bool withMainTank, int aura)
public DefaultTargetSelector(Unit unit, float dist, bool playerOnly, bool withTank, int aura)
{
me = unit;
m_dist = dist;
m_playerOnly = playerOnly;
except = withMainTank ? me.GetThreatManager().GetCurrentVictim() : null;
except = !withTank ? me.GetThreatManager().GetCurrentVictim() : null;
m_aura = aura;
}
@@ -628,7 +628,7 @@ namespace Game.AI
if (target == null)
return false;
if (target == except)
if (except != null && target == except)
return false;
if (m_playerOnly && !target.IsTypeId(TypeId.Player))