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Fixed leave combat by timer.
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This also fix some problems with stealth detection.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>

(based on commit 14ed8c0)
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laise authored and VladimirMangos committed Dec 25, 2009
1 parent 3fcdf2a commit e312f67
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions src/game/Unit.cpp
Expand Up @@ -283,17 +283,17 @@ void Unit::Update( uint32 p_time )
// Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
// targets without stopping half way there and running off.
// These flags are reset after target dies or another command is given.
if( m_HostileRefManager.isEmpty() )
if (m_HostileRefManager.isEmpty())
{
// m_CombatTimer set at aura start and it will be freeze until aura removing
if ( m_CombatTimer <= p_time )
ClearInCombat();
if (m_CombatTimer <= p_time)
CombatStop();
else
m_CombatTimer -= p_time;
}
}

if(uint32 base_att = getAttackTimer(BASE_ATTACK))
if (uint32 base_att = getAttackTimer(BASE_ATTACK))
{
setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) );
}
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