*Set pvp flag for spells with SPELL_ATTR_EX3_NO_INITIAL_AGGRO if needed.

--HG--
branch : trunk
This commit is contained in:
QAston
2009-07-13 15:38:48 +02:00
parent 3b6aacb512
commit aee2b18160
3 changed files with 17 additions and 17 deletions
+3 -5
View File
@@ -1192,11 +1192,9 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
if( !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id))
{
if( !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) )
{
m_caster->CombatStart(unit);
}
else if(m_customAttr & SPELL_ATTR_CU_AURA_CC)
m_caster->CombatStart(unit, !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO));
if(m_customAttr & SPELL_ATTR_CU_AURA_CC)
{
if(!unit->IsStandState())
unit->SetStandState(UNIT_STAND_STATE_STAND);
+13 -11
View File
@@ -10455,20 +10455,22 @@ void Unit::SetInCombatWith(Unit* enemy)
SetInCombatState(false,enemy);
}
void Unit::CombatStart(Unit* target)
void Unit::CombatStart(Unit* target, bool initialAggro)
{
if(!target->IsStandState()/* && !target->hasUnitState(UNIT_STAT_STUNNED)*/)
target->SetStandState(UNIT_STAND_STATE_STAND);
if(!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER
&& !((Creature*)target)->HasReactState(REACT_PASSIVE) && ((Creature*)target)->IsAIEnabled)
if (initialAggro)
{
((Creature*)target)->AI()->AttackStart(this);
if(!target->IsStandState()/* && !target->hasUnitState(UNIT_STAT_STUNNED)*/)
target->SetStandState(UNIT_STAND_STATE_STAND);
if(!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER
&& !((Creature*)target)->HasReactState(REACT_PASSIVE) && ((Creature*)target)->IsAIEnabled)
{
((Creature*)target)->AI()->AttackStart(this);
}
SetInCombatWith(target);
target->SetInCombatWith(this);
}
SetInCombatWith(target);
target->SetInCombatWith(this);
Unit *who = target->GetCharmerOrOwnerOrSelf();
if(who->GetTypeId() == TYPEID_PLAYER)
SetContestedPvP((Player*)who);
+1 -1
View File
@@ -1275,7 +1275,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
bool isInFlight() const { return hasUnitState(UNIT_STAT_IN_FLIGHT); }
bool isInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); }
void CombatStart(Unit* target);
void CombatStart(Unit* target, bool initialAggro = true);
void SetInCombatState(bool PvP, Unit* enemy = NULL);
void SetInCombatWith(Unit* enemy);
void ClearInCombat();