From 9e666623c3c064cdc3ccca457a0e6ec9a1090159 Mon Sep 17 00:00:00 2001 From: blinkysc <37940565+blinkysc@users.noreply.github.com> Date: Sun, 22 Mar 2026 12:39:34 -0500 Subject: [PATCH] fix(Core/Combat): Restore pet/owner combat propagation (#25166) Co-authored-by: blinkysc --- src/server/game/AI/CreatureAI.cpp | 2 +- src/server/game/Entities/Unit/Unit.cpp | 2 ++ 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index b2535a446..161d11b14 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -199,7 +199,7 @@ void CreatureAI::OnOwnerCombatInteraction(Unit* target) return; if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target, true)) - me->EngageWithTarget(target); + AttackStart(target); } // Distract creature, if player gets too close while stealthed/prowling diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 0d94a956a..3f96d8049 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -11392,6 +11392,8 @@ void Unit::AtTargetAttacked(Unit* target, bool canInitialAggro) target->EngageWithTarget(this); if (Unit* targetOwner = target->GetCharmerOrOwner()) targetOwner->EngageWithTarget(this); + if (Unit* myOwner = GetCharmerOrOwner()) + target->EngageWithTarget(myOwner); // Patch 3.0.8: All player spells which cause a creature to become aggressive // to you will now also immediately cause the creature to be tapped.