From 14813462eb07876cb9921aaa2520d09d94a8a754 Mon Sep 17 00:00:00 2001 From: blinkysc <37940565+blinkysc@users.noreply.github.com> Date: Wed, 25 Mar 2026 10:17:52 -0500 Subject: [PATCH] fix(Core/Combat): Prevent NullCreatureAI creatures from entering combat (#25222) Co-authored-by: blinkysc --- src/server/game/AI/CoreAI/PassiveAI.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/server/game/AI/CoreAI/PassiveAI.cpp b/src/server/game/AI/CoreAI/PassiveAI.cpp index b0d605926..1ff7b66a3 100644 --- a/src/server/game/AI/CoreAI/PassiveAI.cpp +++ b/src/server/game/AI/CoreAI/PassiveAI.cpp @@ -20,7 +20,11 @@ PassiveAI::PassiveAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); } PossessedAI::PossessedAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); } -NullCreatureAI::NullCreatureAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); } +NullCreatureAI::NullCreatureAI(Creature* c) : CreatureAI(c) +{ + me->SetReactState(REACT_PASSIVE); + me->SetIsCombatDisallowed(true); +} int32 NullCreatureAI::Permissible(Creature const* creature) {