diff --git a/src/server/game/Combat/CombatManager.cpp b/src/server/game/Combat/CombatManager.cpp index 8426a2fb20..9926191050 100644 --- a/src/server/game/Combat/CombatManager.cpp +++ b/src/server/game/Combat/CombatManager.cpp @@ -295,6 +295,35 @@ void CombatManager::EndAllPvECombat() _pveRefs.begin()->second->EndCombat(); } +void CombatManager::RevalidateCombat() +{ + auto it = _pveRefs.begin(), end = _pveRefs.end(); + while (it != end) + { + CombatReference* const ref = it->second; + if (!CanBeginCombat(_owner, ref->GetOther(_owner))) + { + it = _pveRefs.erase(it), end = _pveRefs.end(); // erase manually here to avoid iterator invalidation + ref->EndCombat(); + } + else + ++it; + } + + auto it2 = _pvpRefs.begin(), end2 = _pvpRefs.end(); + while (it2 != end2) + { + CombatReference* const ref = it2->second; + if (!CanBeginCombat(_owner, ref->GetOther(_owner))) + { + it2 = _pvpRefs.erase(it2), end2 = _pvpRefs.end(); // erase manually here to avoid iterator invalidation + ref->EndCombat(); + } + else + ++it2; + } +} + void CombatManager::EndAllPvPCombat() { while (!_pvpRefs.empty()) diff --git a/src/server/game/Combat/CombatManager.h b/src/server/game/Combat/CombatManager.h index 56f2e08555..46a4467581 100644 --- a/src/server/game/Combat/CombatManager.h +++ b/src/server/game/Combat/CombatManager.h @@ -122,6 +122,7 @@ class TC_GAME_API CombatManager // flags any pvp refs for suppression on owner's side - these refs will not generate combat until refreshed void SuppressPvPCombat(); void EndAllPvECombat(); + void RevalidateCombat(); void EndAllPvPCombat(); void EndAllCombat() { EndAllPvECombat(); EndAllPvPCombat(); } diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 03452d83c9..8ebf6ece14 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -12422,6 +12422,7 @@ void Unit::RemoveCharmedBy(Unit* charmer) ASSERT(type != CHARM_TYPE_VEHICLE || (GetTypeId() == TYPEID_UNIT && IsVehicle())); charmer->SetCharm(this, false); + m_combatManager.RevalidateCombat(); Player* playerCharmer = charmer->ToPlayer();