From c16cebca64dfb82e6abcf1eba3a621d84125a26d Mon Sep 17 00:00:00 2001 From: ariel- Date: Fri, 17 Mar 2017 12:35:10 -0300 Subject: Core/Unit: properly reset displayIds when having a shapeshift aura active Closes #19309 (cherry picked from commit 7a38eaa5a1fe23d8fedb2bfce518abb972b823f7) --- src/server/game/Entities/Unit/Unit.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'src/server') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 8de9a90ac44..93851c40920 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -10782,7 +10782,10 @@ void Unit::RestoreDisplayId(bool ignorePositiveAurasPreventingMounting /*= false // transform aura was found if (handledAura) + { handledAura->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); + return; + } // we've found shapeshift else if (!shapeshiftAura.empty()) // we've found shapeshift { @@ -10793,11 +10796,11 @@ void Unit::RestoreDisplayId(bool ignorePositiveAurasPreventingMounting /*= false SetDisplayId(modelId); else SetDisplayId(GetNativeDisplayId()); + return; } } // no auras found - set modelid to default - else - SetDisplayId(GetNativeDisplayId()); + SetDisplayId(GetNativeDisplayId()); } void Unit::ClearAllReactives() -- cgit v1.2.3