fix(Core/Combat): Restore pet/owner combat propagation (#25166)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
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@@ -199,7 +199,7 @@ void CreatureAI::OnOwnerCombatInteraction(Unit* target)
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return;
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return;
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if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target, true))
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if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target, true))
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me->EngageWithTarget(target);
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AttackStart(target);
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}
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}
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// Distract creature, if player gets too close while stealthed/prowling
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// Distract creature, if player gets too close while stealthed/prowling
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@@ -11392,6 +11392,8 @@ void Unit::AtTargetAttacked(Unit* target, bool canInitialAggro)
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target->EngageWithTarget(this);
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target->EngageWithTarget(this);
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if (Unit* targetOwner = target->GetCharmerOrOwner())
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if (Unit* targetOwner = target->GetCharmerOrOwner())
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targetOwner->EngageWithTarget(this);
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targetOwner->EngageWithTarget(this);
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if (Unit* myOwner = GetCharmerOrOwner())
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target->EngageWithTarget(myOwner);
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// Patch 3.0.8: All player spells which cause a creature to become aggressive
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// Patch 3.0.8: All player spells which cause a creature to become aggressive
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// to you will now also immediately cause the creature to be tapped.
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// to you will now also immediately cause the creature to be tapped.
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