Core/Unit: Fix units on vehicles not dismounting on death (#25404)

* Core/Unit: Fix units on vehicles not dismounting on death

Closes #23095
Issue added in 982643cd96

* Remove leftovers from previous tries
This commit is contained in:
Giacomo Pozzoni
2020-09-05 22:07:17 +02:00
committed by GitHub
parent cc64762f06
commit ff26027453

View File

@@ -8663,6 +8663,8 @@ void Unit::setDeathState(DeathState s)
// Death state needs to be updated before RemoveAllAurasOnDeath() is called, to prevent entering combat
m_deathState = s;
bool isOnVehicle = GetVehicle() != nullptr;
if (s != ALIVE && s != JUST_RESPAWNED)
{
CombatStop();
@@ -8684,18 +8686,25 @@ void Unit::setDeathState(DeathState s)
// remove aurastates allowing special moves
ClearAllReactives();
ClearDiminishings();
if (IsInWorld())
// Don't clear the movement if the Unit was on a vehicle as we are exiting now
if (!isOnVehicle)
{
// Only clear MotionMaster for entities that exists in world
// Avoids crashes in the following conditions :
// * Using 'call pet' on dead pets
// * Using 'call stabled pet'
// * Logging in with dead pets
GetMotionMaster()->Clear();
GetMotionMaster()->MoveIdle();
if (IsInWorld())
{
// Only clear MotionMaster for entities that exists in world
// Avoids crashes in the following conditions :
// * Using 'call pet' on dead pets
// * Using 'call stabled pet'
// * Logging in with dead pets
GetMotionMaster()->Clear();
GetMotionMaster()->MoveIdle();
}
StopMoving();
DisableSpline();
}
StopMoving();
DisableSpline();
// without this when removing IncreaseMaxHealth aura player may stuck with 1 hp
// do not why since in IncreaseMaxHealth currenthealth is checked
SetHealth(0);