fix(Core/Unit): start pet combat on contact instead of on attack command (#26463)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Co-authored-by: sogladev <sogladev@gmail.com>
This commit is contained in:
Andrew
2026-07-10 12:41:00 -03:00
committed by GitHub
parent ac071f8f5d
commit 4472155a6d

View File

@@ -7425,22 +7425,21 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
// set position before any AI calls/assistance
//if (IsCreature())
// ToCreature()->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
if (creature)
// player-controlled creatures (pets, charms) enter combat on contact instead
// (melee swing execution or spell launch/hit, see Unit::AtTargetAttacked)
if (creature && !IsControlledByPlayer())
{
EngageWithTarget(victim);
if (!IsControlledByPlayer())
{
creature->SendAIReaction(AI_REACTION_HOSTILE);
creature->SendAIReaction(AI_REACTION_HOSTILE);
/// @todo: Implement aggro range, detection range and assistance range templates
if (!(creature->HasFlagsExtra(CREATURE_FLAG_EXTRA_DONT_CALL_ASSISTANCE)))
creature->CallAssistance();
/// @todo: Implement aggro range, detection range and assistance range templates
if (!(creature->HasFlagsExtra(CREATURE_FLAG_EXTRA_DONT_CALL_ASSISTANCE)))
creature->CallAssistance();
creature->SetAssistanceTimer(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_PERIOD));
creature->SetAssistanceTimer(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_PERIOD));
SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
}
SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
}
// delay offhand weapon attack by 50% of the base attack time