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fix(Core/Vehicles): Remove incorrect passenger->vehicle threat redirection (#25719)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com> Co-authored-by: Shauren <shauren.trinity@gmail.com>
This commit is contained in:
@@ -206,6 +206,10 @@ void ThreatReference::HeapNotifyDecreased()
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if (tWho->GetSummonerGUID().IsPlayer())
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if (tWho->GetSummonerGUID().IsPlayer())
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return false;
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return false;
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// accessories are fully treated as components of the parent and cannot have threat
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if (cWho->HasUnitTypeMask(UNIT_MASK_ACCESSORY))
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return false;
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return true;
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return true;
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}
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}
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@@ -396,15 +400,6 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell
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return;
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return;
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}
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}
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// while riding a vehicle, all threat goes to the vehicle, not the pilot
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if (Unit* vehicle = target->GetVehicleBase())
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{
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AddThreat(vehicle, amount, spell, ignoreModifiers, ignoreRedirects);
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if (target->HasUnitTypeMask(UNIT_MASK_ACCESSORY)) // accessories are fully treated as components of the parent and cannot have threat
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return;
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amount = 0.0f;
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}
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// if we cannot actually have a threat list, we instead just set combat state and avoid creating threat refs altogether
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// if we cannot actually have a threat list, we instead just set combat state and avoid creating threat refs altogether
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if (!CanHaveThreatList())
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if (!CanHaveThreatList())
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{
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{
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@@ -313,7 +313,10 @@ void Vehicle::InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 typ
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if (TempSummon* accessory = _me->SummonCreature(entry, *_me, TempSummonType(type), summonTime))
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if (TempSummon* accessory = _me->SummonCreature(entry, *_me, TempSummonType(type), summonTime))
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{
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{
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if (minion)
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if (minion)
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{
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accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);
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accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);
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accessory->GetThreatMgr().Initialize(); // reinitialize CanHaveThreatList cached value
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}
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if (!_me->HandleSpellClick(accessory, seatId))
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if (!_me->HandleSpellClick(accessory, seatId))
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{
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{
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@@ -455,9 +458,9 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
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init.SetTransportEnter();
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init.SetTransportEnter();
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init.Launch();
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init.Launch();
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// Transfer threat from passenger to vehicle
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// Put the vehicle in combat with anything that was threatening the passenger; the threat itself stays on the passenger
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for (auto const& [guid, threatRef] : unit->GetThreatMgr().GetThreatenedByMeList())
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for (auto const& [guid, threatRef] : unit->GetThreatMgr().GetThreatenedByMeList())
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threatRef->GetOwner()->GetThreatMgr().AddThreat(_me, threatRef->GetThreat(), nullptr, true, true);
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threatRef->GetOwner()->GetThreatMgr().AddThreat(_me, 0.0f, nullptr, true, true);
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if (_me->IsCreature())
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if (_me->IsCreature())
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{
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{
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