fix(Core/Spells): Spells that don't initiate combat shouldn't affect … (#25146)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
parent
7e984aa1de
commit
f301aaea53
1 changed files with 3 additions and 10 deletions
|
|
@ -2887,16 +2887,9 @@ void Spell::DoAllEffectOnTarget(TargetInfo* target)
|
|||
if (!m_triggeredByAuraSpell.spellInfo || m_damage || (!(m_triggeredByAuraSpell.spellInfo->Effects[m_triggeredByAuraSpell.effectIndex].TriggerSpell == m_spellInfo->Id) && !(m_triggeredByAuraSpell.spellInfo->IsAuraEffectEqual(m_spellInfo))))
|
||||
m_caster->AtTargetAttacked(effectUnit, !(m_spellInfo->HasAttribute(SPELL_ATTR1_NO_THREAT) || m_spellInfo->HasAttribute(SPELL_ATTR3_SUPPRESS_TARGET_PROCS)));
|
||||
|
||||
// Unsure if there are more spells that are not supposed to stop enemy from
|
||||
// regenerating HP from food, so for now it stays as an ID.
|
||||
const uint32 SPELL_PREMEDITATION = 14183;
|
||||
if (m_spellInfo->Id != SPELL_PREMEDITATION)
|
||||
{
|
||||
if (!effectUnit->IsStandState())
|
||||
{
|
||||
effectUnit->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
}
|
||||
}
|
||||
// Spells that don't initiate combat shouldn't affect stand state (e.g. Premeditation, Storm Giant/Felreaver Passive)
|
||||
if (m_spellInfo->HasInitialAggro() && !effectUnit->IsStandState())
|
||||
effectUnit->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue