Core/Vehicles:

- Grab correct npc entry from npc_spellclick_spells in case of player vehicle. Fixes DB errors added in my previous changeset
- Allow aura's with SPELL_AURA_CONTROL_VEHICLE to stack if there are enough free seats, even if spellIds are identical.
- Fix a possible infinite loop. Thanks to manuel for spotting
This commit is contained in:
Machiavelli
2011-02-27 03:53:24 +01:00
parent aa2455b586
commit 683cea9e83
11 changed files with 75 additions and 26 deletions

View File

@@ -162,7 +162,7 @@ class boss_ick : public CreatureScript
void EnterCombat(Unit * /*who*/)
{
_vehicle->InstallAllAccessories(me->GetEntry());
_vehicle->InstallAllAccessories();
if (Creature* krick = GetKrick())
DoScriptText(SAY_KRICK_AGGRO, krick);

View File

@@ -301,7 +301,7 @@ class boss_rimefang : public CreatureScript
void JustReachedHome()
{
_vehicle->InstallAllAccessories(me->GetEntry());
_vehicle->InstallAllAccessories();
}
void DoAction(const int32 actionId)

View File

@@ -366,7 +366,7 @@ public:
void SpellHit(Unit* /*caster*/, const SpellEntry* pSpell)
{
if (pSpell->Id == SPELL_START_THE_ENGINE)
vehicle->InstallAllAccessories(me->GetEntry());
vehicle->InstallAllAccessories();
if (pSpell->Id == SPELL_ELECTROSHOCK)
me->InterruptSpell(CURRENT_CHANNELED_SPELL);