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authorOvah <dreadkiller@gmx.de>2019-08-01 15:40:07 +0200
committerGiacomo Pozzoni <giacomopoz@gmail.com>2019-08-01 15:40:07 +0200
commitd629bad7a19c1f4c4cd9fb4382fadd97b320dc38 (patch)
tree1f21d3bd93bd1c6dd8ee06df6d43eb0f30e6c759 /src
parent7614cab6331d7d43413b5cb2157eb2589efce97f (diff)
Core/Spells: fixed root behaivior of creatures that are being rooted via movement template while getting a root aura removed (#23216)
* Core/Spells: do not allow root auras to bypass the root movement template state when getting removed * yeah....
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 021343c7177..94b1624db89 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -11113,7 +11113,7 @@ void Unit::SetControlled(bool apply, UnitState state)
SetStunned(false);
break;
case UNIT_STATE_ROOT:
- if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle())
+ if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle() || (ToCreature() && ToCreature()->GetMovementTemplate().IsRooted()))
return;
ClearUnitState(state);