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- 271e439771442ea77217d8ecd861a421ed5fec68
- src/server/game/Entities/Creature/Creature.cpp | 3 +++
- src/server/game/Entities/Unit/Unit.cpp | 2 +-
- src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp | 3 ++-
- 3 files changed, 6 insertions(+), 2 deletions(-)
- diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
- index 9bcd4d9..0b2e577 100755
- --- a/src/server/game/Entities/Creature/Creature.cpp
- +++ b/src/server/game/Entities/Creature/Creature.cpp
- @@ -1936,6 +1936,9 @@ void Creature::CallForHelp(float radius)
- bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /*= true*/) const
- {
- + if (IsInEvadeMode())
- + return false;
- +
- // is it true?
- if (!HasReactState(REACT_AGGRESSIVE))
- return false;
- diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
- index bcaacf7..37a5835 100755
- --- a/src/server/game/Entities/Unit/Unit.cpp
- +++ b/src/server/game/Entities/Unit/Unit.cpp
- @@ -12093,7 +12093,7 @@ void Unit::SetInCombatWith(Unit* enemy)
- void Unit::CombatStart(Unit* target, bool initialAggro)
- {
- - if (initialAggro)
- + if (initialAggro && !target->HasUnitState(UNIT_STATE_EVADE))
- {
- if (!target->IsStandState())
- target->SetStandState(UNIT_STAND_STATE_STAND);
- diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
- index a8bdb69..c70f690 100755
- --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
- +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
- @@ -61,9 +61,10 @@ bool HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32 /*tim
- void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
- {
- + owner.ClearUnitState(UNIT_STATE_EVADE);
- if (arrived)
- {
- - owner.ClearUnitState(UNIT_STATE_EVADE);
- + //owner.ClearUnitState(UNIT_STATE_EVADE);
- owner.SetWalk(true);
- owner.LoadCreaturesAddon(true);
- owner.AI()->JustReachedHome();
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