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authorNay <dnpd.dd@gmail.com>2013-08-11 15:52:23 +0100
committerNay <dnpd.dd@gmail.com>2013-08-11 15:52:23 +0100
commitd0bde02b21241773c908c18ade368a1bbb5ee8bb (patch)
treeaef9ed52c604bb476785c6530a7845811e6661ad /src/server/game/AI/CreatureAI.cpp
parent54d2b73f3cf98402b3429124fd4ebbd24e11dba1 (diff)
Core/CreatureAI: Do not remove clone_caster auras on evade (in addition to control_vehicle auras)
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index a494507919a..cbb79b47958 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -225,8 +225,9 @@ bool CreatureAI::_EnterEvadeMode()
if (!me->IsAlive())
return false;
- // dont remove vehicle auras, passengers arent supposed to drop off the vehicle
- me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE);
+ // 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);
// sometimes bosses stuck in combat?
me->DeleteThreatList();