From dcb714a5ef28770ba697b93855121b0a286bbff6 Mon Sep 17 00:00:00 2001 From: Stoabrogga <38475780+Stoabrogga@users.noreply.github.com> Date: Fri, 14 Feb 2020 08:06:58 +0100 Subject: [PATCH] fix(Core/CreatureAI): Skip creatures in evade mode for DoZoneInCombat (#2599) --- src/server/game/AI/CreatureAI.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index 7dd7a5f19..3f5d415e7 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -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);