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fix(Core/Spells): Make sure that attacker is always in combat with it… (#12516)
fix(Core/Spells): Make sure that attacker is always in combat with its victim when dealing damage/generating threat done by spells. Fixes #10801
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@@ -1033,7 +1033,14 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
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victim->ToCreature()->SetLastDamagedTime(GameTime::GetGameTime().count() + MAX_AGGRO_RESET_TIME);
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victim->ToCreature()->SetLastDamagedTime(GameTime::GetGameTime().count() + MAX_AGGRO_RESET_TIME);
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if (attacker)
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if (attacker)
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{
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if (spellProto && !victim->IsInCombatWith(attacker))
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{
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victim->CombatStart(attacker, !(spellProto->AttributesEx3 & SPELL_ATTR3_SUPRESS_TARGET_PROCS));
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}
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victim->AddThreat(attacker, float(damage), damageSchoolMask, spellProto);
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victim->AddThreat(attacker, float(damage), damageSchoolMask, spellProto);
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}
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}
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}
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else // victim is a player
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else // victim is a player
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{
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{
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