*Note: this patch may do not have any use for TC.

[7645] Fixed problems wit temporary unsummoned pets and cleanup code. Author: VladimirMangos

    * Save temporary unsummoned pet to current slot (instead non_in_slot mode) and
      prevent save as current pet summoned while temporay unsummon (arena)
    * Prevent overwrite temporary summoned pet data
    * At player loading set temporary unsummoned pet data instead pet loading
      if pet expected to be temporary unsummoned in current player state (loading in taxi flight/etc)
    * Restore proper pet at arena leave and unsummon in arena summoned.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-11 14:47:38 -05:00
parent f4d69d1b3b
commit 3120221deb
8 changed files with 103 additions and 94 deletions

View File

@@ -9537,21 +9537,7 @@ void Unit::Mount(uint32 mount)
// unsummon pet
if(GetTypeId() == TYPEID_PLAYER)
{
Pet* pet = ((Player*)this)->GetPet();
if(pet)
{
if(pet->isControlled())
{
((Player*)this)->SetTemporaryUnsummonedPetNumber(pet->GetCharmInfo()->GetPetNumber());
((Player*)this)->SetOldPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL));
}
((Player*)this)->RemovePet(NULL,PET_SAVE_NOT_IN_SLOT);
}
else
((Player*)this)->SetTemporaryUnsummonedPetNumber(0);
}
((Player*)this)->UnsummonPetTemporaryIfAny();
}
void Unit::Unmount()
@@ -9567,6 +9553,7 @@ void Unit::Unmount()
// only resummon old pet if the player is already added to a map
// this prevents adding a pet to a not created map which would otherwise cause a crash
// (it could probably happen when logging in after a previous crash)
<<<<<<< HEAD:src/game/Unit.cpp
if(GetTypeId() == TYPEID_PLAYER && IsInWorld() && ((Player*)this)->GetTemporaryUnsummonedPetNumber() && isAlive())
{
Pet* NewPet = new Pet((Player*)this);
@@ -9575,6 +9562,10 @@ void Unit::Unmount()
((Player*)this)->SetTemporaryUnsummonedPetNumber(0);
}
=======
if(GetTypeId() == TYPEID_PLAYER)
((Player*)this)->ResummonPetTemporaryUnSummonedIfAny();
>>>>>>> 661760f287d94dbbe8f5224b19ba4181c7d62910:src/game/Unit.cpp
}
void Unit::SetInCombatWith(Unit* enemy)