diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 6b3bdf6567..fd3ff0b406 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -1411,8 +1411,8 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss) // If this is a creature and it attacks from behind it has a probability to daze it's victim if ((damageInfo->HitOutCome == MELEE_HIT_CRIT || damageInfo->HitOutCome == MELEE_HIT_CRUSHING || damageInfo->HitOutCome == MELEE_HIT_NORMAL || damageInfo->HitOutCome == MELEE_HIT_GLANCING) && - GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(float(M_PI), this) - && (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss())&& !victim->IsVehicle()) + IsCreature() && !ToCreature()->IsControlledByPlayer() && !ToCreature()->HasStaticFlag(CREATURE_STATIC_FLAG_4_CANNOT_DAZE) && + !victim->HasInArc(float(M_PI), this) && (victim->IsPlayer() || (victim->IsCreature() && !victim->ToCreature()->isWorldBoss())) && !victim->IsVehicle()) { // 20% base chance float chance = 20.0f;