[7260] Fixed access to uninitilized fields in FleeingMovementGenerator and Creature::IsOutOfThreatArea. Author: VladimirMangos
--HG-- branch : trunk
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@@ -301,19 +301,26 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
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if(!&owner)
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return;
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Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID);
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if(!fright)
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return;
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_Init(owner);
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owner.CastStop();
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owner.addUnitState(UNIT_STAT_FLEEING);
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owner.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
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owner.SetUInt64Value(UNIT_FIELD_TARGET, 0);
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owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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i_caster_x = fright->GetPositionX();
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i_caster_y = fright->GetPositionY();
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i_caster_z = fright->GetPositionZ();
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if(Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
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{
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i_caster_x = fright->GetPositionX();
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i_caster_y = fright->GetPositionY();
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i_caster_z = fright->GetPositionZ();
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}
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else
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{
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i_caster_x = owner.GetPositionX();
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i_caster_y = owner.GetPositionY();
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i_caster_z = owner.GetPositionZ();
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}
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i_only_forward = true;
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i_cur_angle = 0.0f;
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i_last_distance_from_caster = 0.0f;
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+11
-6
@@ -7427,6 +7427,11 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
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if(meleeAttack)
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addUnitState(UNIT_STAT_MELEE_ATTACKING);
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// set position before any AI calls/assistance
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//if(GetTypeId()==TYPEID_UNIT)
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// ((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
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m_attacking = victim;
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m_attacking->_addAttacker(this);
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@@ -7435,18 +7440,18 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
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if(GetTypeId()==TYPEID_UNIT)
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{
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// should not let player enter combat by right clicking target
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SetInCombatWith(victim);
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if(victim->GetTypeId() == TYPEID_PLAYER)
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victim->SetInCombatWith(this);
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AddThreat(victim, 0.0f);
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WorldPacket data(SMSG_AI_REACTION, 12);
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data << uint64(GetGUID());
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data << uint32(AI_REACTION_AGGRO); // Aggro sound
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((WorldObject*)this)->SendMessageToSet(&data, true);
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((Creature*)this)->CallAssistance();
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// should not let player enter combat by right clicking target
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SetInCombatWith(victim);
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if(victim->GetTypeId() == TYPEID_PLAYER)
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victim->SetInCombatWith(this);
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AddThreat(victim, 0.0f);
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}
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// delay offhand weapon attack to next attack time
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@@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7259"
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#define REVISION_NR "7260"
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#endif // __REVISION_NR_H__
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