fix(Core/CreatureAI): Skip creatures in evade mode for DoZoneInCombat (#2599)

This commit is contained in:
Stoabrogga
2020-02-14 08:06:58 +01:00
committed by GitHub
parent 30fa1ae3b4
commit dcb714a5ef

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@@ -36,7 +36,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToN
if (!creature)
creature = me;
if (!creature->CanHaveThreatList())
if (!creature->CanHaveThreatList() || creature->IsInEvadeMode())
return;
Map* map = creature->GetMap();
@@ -46,8 +46,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToN
return;
}
// Xinef: Skip creatures in evade mode
if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim() && !creature->IsInEvadeMode())
if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
{
if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
creature->AI()->AttackStart(nearTarget);