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Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp72
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());
}