diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 34163da51..a61cb33c7 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -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); } }