fix(Core/Unit): update death state before handling RemoveAllAurasOnDeath() (#20124)
fix setDeathState
[PATCH] Don't allow units to enter combat upon death
91ebea4a77.patch
Co-authored-by: trickerer <onlysuffering@gmail.com>
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parent
dda54fd638
commit
01b86ec7a6
4 changed files with 6 additions and 7 deletions
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@ -416,7 +416,7 @@ ThreatMgr::ThreatMgr(Unit* owner) : iCurrentVictim(nullptr), iOwner(owner), iUpd
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void ThreatMgr::ClearAllThreat()
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{
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if (iOwner->CanHaveThreatList() && !isThreatListEmpty())
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if (iOwner->CanHaveThreatList(true) && !isThreatListEmpty())
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iOwner->SendClearThreatListOpcode();
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clearReferences();
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}
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@ -1875,7 +1875,7 @@ bool Creature::IsInvisibleDueToDespawn() const
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if (Unit::IsInvisibleDueToDespawn())
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return true;
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if (IsAlive() || m_corpseRemoveTime > GameTime::GetGameTime().count())
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if (IsAlive() || isDying() || m_corpseRemoveTime > GameTime::GetGameTime().count())
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return false;
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return true;
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@ -14518,6 +14518,7 @@ void Unit::setDeathState(DeathState s, bool despawn)
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{
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// death state needs to be updated before RemoveAllAurasOnDeath() calls HandleChannelDeathItem(..) so that
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// it can be used to check creation of death items (such as soul shards).
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m_deathState = s;
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if (s != DeathState::Alive && s != DeathState::JustRespawned)
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{
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@ -14567,8 +14568,6 @@ void Unit::setDeathState(DeathState s, bool despawn)
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{
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RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
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}
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m_deathState = s;
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}
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/*########################################
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@ -14576,14 +14575,14 @@ void Unit::setDeathState(DeathState s, bool despawn)
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######## AGGRO SYSTEM ########
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######## ########
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########################################*/
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bool Unit::CanHaveThreatList() const
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bool Unit::CanHaveThreatList(bool skipAliveCheck) const
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{
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// only creatures can have threat list
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if (!IsCreature())
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return false;
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// only alive units can have threat list
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if (!IsAlive() || isDying())
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if (!skipAliveCheck && !IsAlive())
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return false;
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// totems can not have threat list
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@ -831,7 +831,7 @@ public:
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void SetCombatTimer(uint32 timer) { m_CombatTimer = timer; }
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// Threat related methods
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[[nodiscard]] bool CanHaveThreatList() const;
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[[nodiscard]] bool CanHaveThreatList(bool skipAliveCheck = false) const;
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void AddThreat(Unit* victim, float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = nullptr);
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float ApplyTotalThreatModifier(float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
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void TauntApply(Unit* victim);
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