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authormaximius <none@none>2009-11-17 23:30:08 -0800
committermaximius <none@none>2009-11-17 23:30:08 -0800
commitf59106d9c35b5f84c9586a85a81cc39b01248e02 (patch)
tree65b2bff8fde9201df6d7b5b63ec1134500eab03d /src/game/Player.cpp
parent9eae529293c56b9ee7d815d9e10f38df7833f577 (diff)
*Clear reactives and pet auras on spec changes.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index fc8e97b8505..c93047b3f84 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -21993,9 +21993,13 @@ void Player::ActivateSpec(uint8 spec)
UnsummonPetTemporaryIfAny();
ClearComboPointHolders();
+ ClearAllReactives();
UnsummonAllTotems();
RemoveAllControlled();
RemoveAllAurasOnDeath();
+ if (GetPet())
+ GetPet()->RemoveAllAurasOnDeath();
+
//RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras
//ExitVehicle(); // should be impossible to switch specs from inside a vehicle..