Pull siege engine aggro on damage only
A siege engine switches to whoever damages it, player or pet, even when it already has a target. Pre-roll melee retaliation, harmful-power direct aggro (which also fires on misses) and Taunt no longer change a siege engine's target. The attack timer is untouched, so a switched engine still waits for its next cycle before firing. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -246,7 +246,9 @@ public class ApplyEffectPowerAction extends AbstractPowerAction {
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if (this.effectID.equals("TAUNT")) {
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if (awo != null && awo.getObjectType() == GameObjectType.Mob) {
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// siege engines only switch targets on damage, see AbstractCharacter.modifyHealth
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if (awo != null && awo.getObjectType() == GameObjectType.Mob && !((Mob) awo).isSiege()) {
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((Mob) awo).setCombatTarget(source);
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ChatSystemMsg msg = ChatManager.CombatInfo(source, awo);
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DispatchManager.sendToAllInRange(source, msg);
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