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-rw-r--r--src/game/Unit.cpp31
1 files changed, 19 insertions, 12 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 55779378428..4e24fa723c7 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -208,18 +208,7 @@ void Unit::Update( uint32 p_time )
_UpdateAura();
}else
m_AurasCheck -= p_time;*/
- const uint64& auramask = GetAuraUpdateMask();
- if (auramask)
- {
- for(uint32 i = 0; i < MAX_AURAS; ++i)
- {
- if(auramask & (uint64(1) << i))
- {
- SendAuraUpdate(i);
- }
- }
- ResetAuraUpdateMask();
- }
+ UpdateAuras();
// WARNING! Order of execution here is important, do not change.
// Spells must be processed with event system BEFORE they go to _UpdateSpells.
@@ -264,6 +253,22 @@ void Unit::Update( uint32 p_time )
i_motionMaster.UpdateMotion(p_time);
}
+void UpdateAuras()
+{
+ const uint64& auramask = GetAuraUpdateMask();
+ if (auramask)
+ {
+ for(uint32 i = 0; i < MAX_AURAS; ++i)
+ {
+ if(auramask & (uint64(1) << i))
+ {
+ SendAuraUpdate(i);
+ }
+ }
+ ResetAuraUpdateMask();
+ }
+}
+
bool Unit::haveOffhandWeapon() const
{
if(GetTypeId() == TYPEID_PLAYER)
@@ -9855,6 +9860,8 @@ void Unit::setDeathState(DeathState s)
{
RemoveAllAurasOnDeath();
UnsummonAllTotems();
+ //This is needed to clear visible auras after unit dies
+ UpdateAuras();
ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false);