fix(Core/Spells): Don't generate threat from happiness energize (#25709)

Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
This commit is contained in:
blinkysc
2026-05-05 02:50:17 -05:00
committed by GitHub
parent 37f6ac29f8
commit 524b01d0bd
+4 -2
View File
@@ -8381,8 +8381,10 @@ void Unit::EnergizeBySpell(Unit* victim, uint32 spellID, uint32 damage, Powers p
{
victim->ModifyPower(powerType, damage, false);
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID))
victim->GetThreatMgr().ForwardThreatForAssistingMe(this, float(damage) / 2.0f, spellInfo, true);
// Happiness is internal hunter pet state, not combat assistance — energizing it must not generate threat
if (powerType != POWER_HAPPINESS)
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID))
victim->GetThreatMgr().ForwardThreatForAssistingMe(this, float(damage) / 2.0f, spellInfo, true);
SendEnergizeSpellLog(victim, spellID, damage, powerType);
}