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authorRushor <Rushor@users.noreply.github.com>2016-04-25 11:46:00 +0200
committerDDuarte <dnpd.dd@gmail.com>2016-04-28 17:20:40 +0100
commit2265e33cc2213f4c7bcead00173b4cd18cb46e5f (patch)
tree88dc495678f0d0e7a17392d9f17ae535eb8ad88b /src/server/game/AI/CreatureAI.cpp
parentd1aa171a7ad89db6283ddd93c29c346dc8373eae (diff)
Merge pull request #16503 from Rushor/evading
[3.3.5][6.x]Core/Unit: Do not remove auras from Pets and Guardians after evading (cherry picked from commit e869ccb29793aa0dd39dc2ecef9f11ab56ba010e)
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 5b76b583d24..6ceb4f01c48 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -257,9 +257,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
if (!me->IsAlive())
return false;
- // don't remove vehicle auras, passengers aren't supposed to drop off the vehicle
- // don't remove clone caster on evade (to be verified)
- me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE, SPELL_AURA_CLONE_CASTER);
+ me->RemoveAurasOnEvade();
// sometimes bosses stuck in combat?
me->DeleteThreatList();