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authorRushor <PBienati@web.de>2016-02-08 17:04:03 +0100
committerRushor <PBienati@web.de>2016-02-10 14:33:58 +0100
commit5c0b0add27299ee94448b36cabe32e724b682cd6 (patch)
tree29d7248b5a1a3013f2d7015651f0456fe380ec22 /src/server/game/AI/CreatureAI.cpp
parentfe2a0fda4464effeb2fb655da84a0460328b1aeb (diff)
Core/Unit: Do not remove auras from Pets and Guardians after evading
* this adds free space for further adjustments * this fixes #14347
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 c254a9124c1..c46d80cc0df 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();