From cdb16c5181b0ad02e5dd3a4afa44151fb119b62e Mon Sep 17 00:00:00 2001 From: pete318 Date: Fri, 28 Nov 2014 22:34:31 +0000 Subject: Rooted vehicle movement (#13342 for example) Corrects issue where certain combinations of actions would cause vehicles (usually cannons/artillary) that should be rooted, to be fully movable --- src/server/game/Entities/Unit/Unit.cpp | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'src/server/game/Entities/Unit') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index f5bcd8f23e8..f085bab165a 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -16975,6 +16975,12 @@ void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* a } } + // If vehicle flag for fixed position set (cannons), or if the following hardcoded units, then set state rooted + // 30236 | Argent Cannon + // 39759 | Tankbuster Cannon + if ((vehicle->GetVehicleInfo()->m_flags & VEHICLE_FLAG_FIXED_POSITION) || vehicle->GetBase()->GetEntry() == 30236 || vehicle->GetBase()->GetEntry() == 39759) + SetControlled(true, UNIT_STATE_ROOT); + ASSERT(!m_vehicle); (void)vehicle->AddPassenger(this, seatId); } -- cgit v1.2.3