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synced 2026-01-19 08:55:32 +01:00
*Cleanup of charm/farsight code. Hope this can fix some crash bugs.
--HG-- branch : trunk
This commit is contained in:
@@ -8480,22 +8480,25 @@ void Unit::RemovePlayerFromVision(Player* plr)
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plr->ClearFarsight();
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}
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void Unit::RemoveAllFromVision()
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void Unit::RemoveBindSightAuras()
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{
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while (!m_sharedVision.empty())
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/*while (!m_sharedVision.empty())
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{
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Player* plr = *m_sharedVision.begin();
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m_sharedVision.erase(m_sharedVision.begin());
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plr->ClearFarsight();
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}
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}*/
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RemoveSpellsCausingAura(SPELL_AURA_BIND_SIGHT);
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}
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void Unit::UncharmSelf()
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void Unit::RemoveCharmAuras()
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{
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if (!GetCharmer())
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return;
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RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
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RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS_PET);
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RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
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}
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void Unit::UnsummonAllTotems()
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@@ -10298,10 +10301,6 @@ void Unit::setDeathState(DeathState s)
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RemoveAllAurasOnDeath();
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UnsummonAllTotems();
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// Possessed unit died, restore control to possessor
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RemoveCharmedOrPossessedBy(NULL);
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RemoveAllFromVision();
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ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
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ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false);
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// remove aurastates allowing special moves
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@@ -11152,15 +11151,13 @@ void Unit::CleanupsBeforeDelete()
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{
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if(m_uint32Values) // only for fully created object
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{
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RemoveCharmedOrPossessedBy(NULL);
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RemoveAllFromVision();
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RemoveAllAuras();
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InterruptNonMeleeSpells(true);
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m_Events.KillAllEvents(false); // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
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CombatStop();
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ClearComboPointHolders();
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DeleteThreatList();
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getHostilRefManager().setOnlineOfflineState(false);
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RemoveAllAuras();
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RemoveAllGameObjects();
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RemoveAllDynObjects();
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GetMotionMaster()->Clear(false); // remove different non-standard movement generators.
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@@ -12982,14 +12979,14 @@ void Unit::SetCharmedOrPossessedBy(Unit* charmer, bool possess)
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// Charmer stop charming
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if(charmer->GetTypeId() == TYPEID_PLAYER)
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((Player*)charmer)->StopCharmOrPossess();
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((Player*)charmer)->StopCastingCharm();
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// Charmed stop charming
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if(GetTypeId() == TYPEID_PLAYER)
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((Player*)this)->StopCharmOrPossess();
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((Player*)this)->StopCastingCharm();
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// Charmed stop being charmed
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RemoveCharmedOrPossessedBy(NULL);
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RemoveCharmAuras();
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// Set charmed
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charmer->SetCharm(this);
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