From 5d36c94a2d24aa819c7f3c54e3e8cd83b686c7c7 Mon Sep 17 00:00:00 2001 From: jestermaniac <88903576+jestermaniac@users.noreply.github.com> Date: Thu, 14 Oct 2021 16:48:37 +0200 Subject: [PATCH] fix(CORE/Unit): Fix controllable guardians evading when not posed to be (#7959) --- src/server/game/Entities/Unit/Unit.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index faab53bbd..577f5f13c 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -9713,8 +9713,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack) // set position before any AI calls/assistance //if (GetTypeId() == TYPEID_UNIT) // ToCreature()->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ()); - - if (creature && !IsControllableGuardian()) + if (creature && !IsControlledByPlayer()) { // should not let player enter combat by right clicking target - doesn't helps SetInCombatWith(victim);