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[9060] Fixed leave combat by timer.
This also fix some problems with stealth detection. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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2 changed files with 5 additions and 5 deletions
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@ -216,17 +216,17 @@ void Unit::Update( uint32 p_time )
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// Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
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// targets without stopping half way there and running off.
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// These flags are reset after target dies or another command is given.
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if( m_HostileRefManager.isEmpty() )
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if (m_HostileRefManager.isEmpty())
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{
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// m_CombatTimer set at aura start and it will be freeze until aura removing
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if ( m_CombatTimer <= p_time )
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ClearInCombat();
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if (m_CombatTimer <= p_time)
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CombatStop();
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else
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m_CombatTimer -= p_time;
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}
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}
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if(uint32 base_att = getAttackTimer(BASE_ATTACK))
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if (uint32 base_att = getAttackTimer(BASE_ATTACK))
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{
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setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) );
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}
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