aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/AI/CreatureAIImpl.h
diff options
context:
space:
mode:
authorShauren <shauren.trinity@gmail.com>2011-04-23 10:24:44 +0200
committerShauren <shauren.trinity@gmail.com>2011-04-23 10:24:44 +0200
commit8dbdc1570597745d5ba3b49f73ef5fb2bef66f98 (patch)
tree1a28cfa9e6f057bded8e01961447952d67f9f568 /src/server/game/AI/CreatureAIImpl.h
parent05ef35c355786c576bdd2379bfe0c084117309f7 (diff)
Core/Units: Made RemoveAllAurasExceptVehicle more generic, can now be used to remove all auras except specified type
Diffstat (limited to 'src/server/game/AI/CreatureAIImpl.h')
-rwxr-xr-xsrc/server/game/AI/CreatureAIImpl.h7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/server/game/AI/CreatureAIImpl.h b/src/server/game/AI/CreatureAIImpl.h
index cc3bfad4f86..e641c4fca6b 100755
--- a/src/server/game/AI/CreatureAIImpl.h
+++ b/src/server/game/AI/CreatureAIImpl.h
@@ -549,11 +549,8 @@ inline bool CreatureAI::_EnterEvadeMode()
if (!me->isAlive())
return false;
- // call specialized vehicle remove auras if creature is one
- if (!me->IsVehicle())
- me->RemoveAllAuras();
- else
- me->RemoveAllAurasExceptVehicle();
+ // dont remove vehicle auras, passengers arent supposed to drop off the vehicle
+ me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE);
// sometimes bosses stuck in combat?
me->DeleteThreatList();