From 8522809bb35c27b29bf7f732c4584d7480097c64 Mon Sep 17 00:00:00 2001 From: UltraNix <80540499+UltraNix@users.noreply.github.com> Date: Wed, 4 Aug 2021 16:56:47 +0200 Subject: [PATCH] Core/Spells: Regenerating POWER_HAPPINESS should not generate additional threat. (#7146) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Fixed #6190 Co-authored-by: Stefano Borzì --- src/server/game/Entities/Unit/Unit.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 6e556acf8..967112d6f 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -10719,8 +10719,11 @@ void Unit::EnergizeBySpell(Unit* victim, uint32 spellID, uint32 damage, Powers p // needs to be called after sending spell log victim->ModifyPower(powerType, damage); - SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID); - victim->getHostileRefManager().threatAssist(this, float(damage) * 0.5f, spellInfo); + if (powerType != POWER_HAPPINESS) + { + SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID); + victim->getHostileRefManager().threatAssist(this, float(damage) * 0.5f, spellInfo); + } } float Unit::SpellPctDamageModsDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype)