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authorOvah <dreadkiller@gmx.de>2019-08-01 15:40:07 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-17 22:55:50 +0100
commitd01a22f58ea19ce9ec71ea7c26adfbdea183fbd2 (patch)
tree36085dbc4c4adf5c3c4c2a1c2761504a6adbde17
parent4330b7c921203486174fa818908b74d06f61c9f8 (diff)
Core/Spells: fixed root behaivior of creatures that are being rooted via movement template while getting a root aura removed (#23216)
* Core/Spells: do not allow root auras to bypass the root movement template state when getting removed * yeah.... (cherry picked from commit d629bad7a19c1f4c4cd9fb4382fadd97b320dc38)
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 996f06bbf5f..0709c67ae2d 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -10652,7 +10652,7 @@ void Unit::SetControlled(bool apply, UnitState state)
SetStunned(false);
break;
case UNIT_STATE_ROOT:
- if (HasAuraType(SPELL_AURA_MOD_ROOT) || HasAuraType(SPELL_AURA_MOD_ROOT_2) || GetVehicle())
+ if (HasAuraType(SPELL_AURA_MOD_ROOT) || HasAuraType(SPELL_AURA_MOD_ROOT_2) || GetVehicle() || (ToCreature() && ToCreature()->GetMovementTemplate().IsRooted()))
return;
ClearUnitState(state);