fix(Core/Unit): update death state before handling RemoveAllAurasOnDeath() (#20124)

fix setDeathState

[PATCH] Don't allow units to enter combat upon death
91ebea4a77.patch
Co-authored-by: trickerer <onlysuffering@gmail.com>
This commit is contained in:
Jelle Meeus
2024-10-04 16:01:36 +02:00
committed by GitHub
parent dda54fd638
commit 01b86ec7a6
4 changed files with 6 additions and 7 deletions

View File

@@ -14518,6 +14518,7 @@ void Unit::setDeathState(DeathState s, bool despawn)
{
// death state needs to be updated before RemoveAllAurasOnDeath() calls HandleChannelDeathItem(..) so that
// it can be used to check creation of death items (such as soul shards).
m_deathState = s;
if (s != DeathState::Alive && s != DeathState::JustRespawned)
{
@@ -14567,8 +14568,6 @@ void Unit::setDeathState(DeathState s, bool despawn)
{
RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
}
m_deathState = s;
}
/*########################################
@@ -14576,14 +14575,14 @@ void Unit::setDeathState(DeathState s, bool despawn)
######## AGGRO SYSTEM ########
######## ########
########################################*/
bool Unit::CanHaveThreatList() const
bool Unit::CanHaveThreatList(bool skipAliveCheck) const
{
// only creatures can have threat list
if (!IsCreature())
return false;
// only alive units can have threat list
if (!IsAlive() || isDying())
if (!skipAliveCheck && !IsAlive())
return false;
// totems can not have threat list