Core/Vehicles: Closes all issues with seats for real (finishing and fixing previous change)

* Author, Joschiwald, all credits to him please
* DieSide should be not  calculated with basepoints for these auras, thiss correctly finish previous fix 452e585f7b from Horn
* What it fixes, FL, XT, Demolishers, Accessories, Not being able to leave vehicle and so many more can't track them sorry
This commit is contained in:
Trista
2012-12-28 04:11:06 +02:00
parent 8272affe92
commit 95152d5753

View File

@@ -454,6 +454,11 @@ int32 AuraEffect::CalculateAmount(Unit* caster)
// custom amount calculations go here
switch (GetAuraType())
{
// Control vehicle auras should not get m_amount sum out of basepoints and DieSide calculated together,
// but only from basepoints. Only such aura case fow now so handle it here.
case SPELL_AURA_CONTROL_VEHICLE:
m_amount = m_baseAmount;
break;
// crowd control auras
case SPELL_AURA_MOD_CONFUSE:
case SPELL_AURA_MOD_FEAR:
@@ -3199,7 +3204,6 @@ void AuraEffect::HandleAuraControlVehicle(AuraApplication const* aurApp, uint8 m
if (apply)
{
// correct amount is already calculated adding one more -1 meant calculated amount - 1
caster->_EnterVehicle(target->GetVehicleKit(), m_amount, aurApp);
}
else