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authorShauren <shauren.trinity@gmail.com>2011-04-22 21:59:37 +0200
committerShauren <shauren.trinity@gmail.com>2011-04-22 21:59:37 +0200
commitd73ffc9e81747ef642b47f248d38144c9ead9705 (patch)
treeeef791a402b2a73cc8d606f82e478de44436049f /src/server/game/AI/CreatureAIImpl.h
parent7f73962c91b5e8c4f7b9babb0388bb8564bac761 (diff)
Core/Vehicles:
* Added generic solution for vehicle accessories not relying on AI calls * Only accessories marked as minion will be respawned when the vehicle enters evade mode * Notify the summoner's AI when vehicle accessory fails to install and despawns
Diffstat (limited to 'src/server/game/AI/CreatureAIImpl.h')
-rwxr-xr-xsrc/server/game/AI/CreatureAIImpl.h7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAIImpl.h b/src/server/game/AI/CreatureAIImpl.h
index 4619c6f9f79..cc3bfad4f86 100755
--- a/src/server/game/AI/CreatureAIImpl.h
+++ b/src/server/game/AI/CreatureAIImpl.h
@@ -549,8 +549,13 @@ 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();
+
// sometimes bosses stuck in combat?
- me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->LoadCreaturesAddon();