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[3.3.5] Creature/AI: Fix incorrect evade logic #16467

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merged 1 commit into from Feb 9, 2016

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Treeston
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@Treeston Treeston commented Feb 3, 2016

Creature/AI: Move a LastDamagedTime check to CanCreatureAttack (from SelectVictim) to prevent overworld creatures from not evading while a damage-over-time spell is active.

Fixes and closes #16461.

@joschiwald
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👍

@Treeston Treeston changed the title Creature/AI: Fix incorrect evade logic [3.3.5] Creature/AI: Fix incorrect evade logic Feb 5, 2016
@ccrs
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ccrs commented Feb 6, 2016

If there are no problems with other uses of CanCreatureAttack, I totally agree and look forward to this merge :)

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@ccrs the LastDamagedTime stuff should just skip the evade-if-too-far-from-homeposition stuff

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ccrs commented Feb 6, 2016

I mean other uses of the function like in some random script for example

Treeston added a commit that referenced this pull request Feb 9, 2016
[3.3.5] Creature/AI: Fix incorrect evade logic
@Treeston Treeston merged commit 8eabbb0 into TrinityCore:3.3.5 Feb 9, 2016
@Treeston Treeston deleted the 3.3.5-FixEvadeMode branch February 9, 2016 21:53
Shauren pushed a commit that referenced this pull request Apr 5, 2016
[3.3.5] Creature/AI: Fix incorrect evade logic
(cherry picked from commit 8eabbb0)
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4 participants