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authormegamage <none@none>2009-04-22 17:52:01 -0500
committermegamage <none@none>2009-04-22 17:52:01 -0500
commite7e03d167e9ea2fa2d29b240b9597fb0a1c3b160 (patch)
treee0418fa21c12ce9b57fea8f6d4ca3215990f7489 /src/game
parent1cd8ea8c1abbb1b110a0af36b60ec9d17c608da3 (diff)
parentdc326fdf2cd1320d07a65dcfaf3c9761d71489e0 (diff)
*Merge.
--HG-- branch : trunk
Diffstat (limited to 'src/game')
-rw-r--r--src/game/Map.cpp2
-rw-r--r--src/game/SpellAuras.cpp9
-rw-r--r--src/game/World.cpp2
3 files changed, 12 insertions, 1 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 0dabf205af7..adefb0770ae 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -732,7 +732,9 @@ void Map::Update(const uint32 &t_diff)
i_lock = true;
+ MoveAllCreaturesInMoveList();
RelocationNotify();
+ RemoveAllObjectsInRemoveList();
// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
index c8b78b759c2..a41e791c38a 100644
--- a/src/game/SpellAuras.cpp
+++ b/src/game/SpellAuras.cpp
@@ -5390,6 +5390,15 @@ void AuraEffect::HandleAuraModPacify(bool apply, bool Real)
m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED);
else
m_target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED);
+
+
+ if(m_spellProto->Id == 45839){
+ if(apply){
+ m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
+ }else{
+ m_target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
+ }
+ }
}
void AuraEffect::HandleAuraModPacifyAndSilence(bool apply, bool Real)
diff --git a/src/game/World.cpp b/src/game/World.cpp
index fe96d160a10..375cab10f42 100644
--- a/src/game/World.cpp
+++ b/src/game/World.cpp
@@ -1778,7 +1778,7 @@ void World::Update(uint32 diff)
/// </ul>
///- Move all creatures with "delayed move" and remove and delete all objects with "delayed remove"
- MapManager::Instance().DoDelayedMovesAndRemoves();
+ //MapManager::Instance().DoDelayedMovesAndRemoves();
// update the instance reset times
sInstanceSaveManager.Update();