fix(Core/Combat): Restore pet/owner combat propagation (#25166)

Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
This commit is contained in:
blinkysc
2026-03-22 12:39:34 -05:00
committed by GitHub
parent d31e58d237
commit 9e666623c3
2 changed files with 3 additions and 1 deletions

View File

@@ -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

View File

@@ -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.