Какой-то значит чел, решил что так не должно быть и все приняли за чистую монету. А ведь когда-то, судя по всему, все работало.

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https://github.com/TrinityCore/Trini...c1712700244a61

Код:
 to fix legacy bugs exposed by it:

- Triggers can no longer have a threat list (this may expose some ugliness in old legacy scripts)
- Threat entries are forced to OFFLINE if the AI refuses to attack the target
- Clean up passive creature evade behavior to be more consistent
- Fix a months old issue in spawn group management that would cause "Inactive" to incorrectly show in .list respawns for system groups outside of map 0
- Valithria script cleanups, remove old hacks and make it work with the new system. Closes #21174.
- Some strings cleanup
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fix

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Код:
/*static*/ bool ThreatManager::CanHaveThreatList(Unit const* who)
{
    Creature const* cWho = who->ToCreature();
    // only creatures can have threat list
    if (!cWho)
        return false;

    return true;
}
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