From 524b01d0bd3f37ffb02c01865eb00bee78160b57 Mon Sep 17 00:00:00 2001 From: blinkysc <37940565+blinkysc@users.noreply.github.com> Date: Tue, 5 May 2026 02:50:17 -0500 Subject: [PATCH] fix(Core/Spells): Don't generate threat from happiness energize (#25709) Co-authored-by: blinkysc --- src/server/game/Entities/Unit/Unit.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index ea82c2e28e..8300ca2031 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -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); }