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authorTreeston <treeston.mmoc@gmail.com>2019-07-03 19:26:43 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-14 00:06:51 +0100
commit096269349cd82a44f57f36b17dfe4e5e32a39f9a (patch)
treee3b41e6934f6555e02aa186424594dcfb0a24228 /src
parent0d9a7f626dd0fd167b915f1f45dec0f00a1b075c (diff)
Entities/Player: Fix an edge case where overlapping CCs could prevent player movement from being re-enabled. f6f1c48 follow-up.
(cherry picked from commit 4e767f1c7cd0cae6316982e38be66f560baafea5)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Player/Player.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 153ee80e18d..a9e5d37a1d7 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -25762,7 +25762,7 @@ void Player::SetClientControl(Unit* target, bool allowMove)
}
// still affected by some aura that shouldn't allow control, only allow on last such aura to be removed
- if (target->HasUnitState(UNIT_STATE_CONTROLLED))
+ if (target->HasUnitState(UNIT_STATE_FLEEING | UNIT_STATE_CONFUSED))
allowMove = false;
WorldPackets::Movement::ControlUpdate data;