diff options
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r-- | src/game/Player.cpp | 72 |
1 files changed, 9 insertions, 63 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 02e6e94f94c..0e4987c6da8 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -471,9 +471,6 @@ Player::~Player () for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) itr->second.save->RemovePlayer(this); - if (m_uint32Values && isPossessing()) - RemovePossess(false); - delete m_declinedname; } @@ -1351,12 +1348,6 @@ void Player::setDeathState(DeathState s) RemoveMiniPet(); RemoveGuardians(); - // remove possession - if(isPossessing()) - RemovePossess(false); - else - RemoveFarsightTarget(); - // save value before aura remove in Unit::setDeathState ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL); @@ -1619,18 +1610,6 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati SetSemaphoreTeleport(true); - // Remove any possession on the player before teleporting - if (isPossessedByPlayer()) - ((Player*)GetCharmer())->RemovePossess(); - - // Remove player's possession before teleporting - if (isPossessing()) - RemovePossess(false); - - // Empty vision list and clear farsight (if it hasn't already been cleared by RemovePossess) before teleporting - RemoveAllFromVision(); - RemoveFarsightTarget(); - // The player was ported to another map and looses the duel immediatly. // We have to perform this check before the teleport, otherwise the // ObjectAccessor won't find the flag. @@ -1857,12 +1836,13 @@ void Player::RemoveFromWorld() if(IsInWorld()) { ///- Release charmed creatures, unsummon totems and remove pets/guardians - RemovePossess(false); - Uncharm(); + StopCastingCharm(); + StopCastingBindSight(); + RemoveCharmAuras(); + RemoveBindSightAuras(); UnsummonAllTotems(); RemoveMiniPet(); RemoveGuardians(); - RemoveFarsightTarget(); } for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++) @@ -16270,6 +16250,8 @@ void Player::Uncharm() return; charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM); + charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS_PET); + charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS); } void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const @@ -19054,41 +19036,6 @@ void Player::HandleFallUnderMap() } } -void Player::RemovePossess(bool attack) -{ - if(Unit *u = GetCharm()) - u->RemoveCharmedOrPossessedBy(this); - - /*else if (target->isAlive()) - { - // If we're still hostile to our target, continue attacking otherwise reset threat and go home - if (Unit* victim = target->getVictim()) - { - FactionTemplateEntry const* t_faction = target->getFactionTemplateEntry(); - FactionTemplateEntry const* v_faction = victim->getFactionTemplateEntry(); - // Unit::IsHostileTo will always return true since the unit is always hostile to its victim - if (t_faction && v_faction && !t_faction->IsHostileTo(*v_faction)) - { - // Stop combat and remove the target from the threat lists of all its victims - target->CombatStop(); - target->getHostilRefManager().deleteReferences(); - target->DeleteThreatList(); - target->GetMotionMaster()->Clear(); - target->GetMotionMaster()->MoveTargetedHome(); - } - } - else - { - target->GetMotionMaster()->Clear(); - target->GetMotionMaster()->MoveTargetedHome(); - } - - // Add high amount of threat on the player - if(attack) - target->AddThreat(this, 1000000.0f); - }*/ -} - void Player::SetViewport(uint64 guid, bool moveable) { WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, 8+1); @@ -19106,14 +19053,13 @@ WorldObject* Player::GetFarsightTarget() const return NULL; } -void Player::RemoveFarsightTarget() +void Player::StopCastingBindSight() { if (WorldObject* fTarget = GetFarsightTarget()) { if (fTarget->isType(TYPEMASK_PLAYER | TYPEMASK_UNIT)) - ((Unit*)fTarget)->RemovePlayerFromVision(this); + ((Unit*)fTarget)->RemoveSpellsCausingAura(SPELL_AURA_BIND_SIGHT); } - ClearFarsight(); } void Player::ClearFarsight() @@ -19132,7 +19078,7 @@ void Player::SetFarsightTarget(WorldObject* obj) return; // Remove the current target if there is one - RemoveFarsightTarget(); + StopCastingBindSight(); SetUInt64Value(PLAYER_FARSIGHT, obj->GetGUID()); } |