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authormik1893 <michele.roscelli@gmail.com>2014-09-11 10:27:33 +0200
committermik1893 <michele.roscelli@gmail.com>2014-09-11 10:27:33 +0200
commit6153aa7b7430e71dabb43bab187fb5599b25409e (patch)
tree3ff24f35e215dd1ffc4dc3cb411de215b82e060a
parentb35edcabb6023683a3459112ce76214cad095277 (diff)
Core/Unit: Fix some movement issues when multiple controls are applied
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp16
1 files changed, 12 insertions, 4 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 8404187d09b..9423284c76d 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -15503,11 +15503,18 @@ void Unit::SetControlled(bool apply, UnitState state)
{
case UNIT_STATE_STUNNED:
SetStunned(true);
+ // i need to stop fear on stun and root or i will get teleport to destination issue as MVMGEN for fear keeps going on
+ if (HasUnitState(UNIT_STATE_FLEEING))
+ SetFeared(false);
CastStop();
break;
case UNIT_STATE_ROOT:
if (!HasUnitState(UNIT_STATE_STUNNED))
+ {
SetRooted(true);
+ if (HasUnitState(UNIT_STATE_FLEEING))
+ SetFeared(false);
+ }
break;
case UNIT_STATE_CONFUSED:
if (!HasUnitState(UNIT_STATE_STUNNED))
@@ -15567,16 +15574,17 @@ void Unit::SetControlled(bool apply, UnitState state)
ClearUnitState(state);
- if (HasUnitState(UNIT_STATE_STUNNED))
+ // Unit States might have been already cleared but auras still present. I need to check with HasAuraType
+ if (HasAuraType(SPELL_AURA_MOD_STUN))
SetStunned(true);
else
{
- if (HasUnitState(UNIT_STATE_ROOT))
+ if (HasAuraType(SPELL_AURA_MOD_ROOT))
SetRooted(true);
- if (HasUnitState(UNIT_STATE_CONFUSED))
+ if (HasAuraType(SPELL_AURA_MOD_CONFUSE))
SetConfused(true);
- else if (HasUnitState(UNIT_STATE_FLEEING))
+ else if (HasAuraType(SPELL_AURA_MOD_FEAR))
SetFeared(true);
}
}