fix(Core/Pets): Manual using pet spell should not reset attack command. (#9635)

Fixes #9632
This commit is contained in:
UltraNix
2022-01-16 20:44:21 +01:00
committed by GitHub
parent d3956f3142
commit 19b68ffb57
4 changed files with 13 additions and 11 deletions

View File

@@ -593,16 +593,12 @@ void PetAI::DoAttack(Unit* target, bool chase)
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
me->SendPetAIReaction(me->GetGUID());
if (CharmInfo* ci = me->GetCharmInfo())
{
ci->SetIsAtStay(false);
ci->SetIsCommandFollow(false);
ci->SetIsFollowing(false);
ci->SetIsReturning(false);
}
if (chase)
{
bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
if (_canMeleeAttack())
{
float angle = combatRange == 0.f && target->GetTypeId() != TYPEID_PLAYER && !target->IsPet() ? float(M_PI) : 0.f;
@@ -612,6 +608,8 @@ void PetAI::DoAttack(Unit* target, bool chase)
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_ACTIVE, false);
me->GetMotionMaster()->MoveIdle();