From fef376c73cc91a52cf86879f39a56950575a727e Mon Sep 17 00:00:00 2001 From: mik1893 Date: Tue, 9 Sep 2014 18:49:01 +0200 Subject: Core/Unit: Do not give client control back to player after fear if player is under player charm (UNIT_STATE_POSSESSED) --- src/server/game/Entities/Unit/Unit.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index bfa57ef64b8..8404187d09b 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -15707,7 +15707,8 @@ void Unit::SetFeared(bool apply) } if (Player* player = ToPlayer()) - player->SetClientControl(this, !apply); + if(!player->HasUnitState(UNIT_STATE_POSSESSED)) + player->SetClientControl(this, !apply); } void Unit::SetConfused(bool apply) @@ -15729,7 +15730,8 @@ void Unit::SetConfused(bool apply) } if (Player* player = ToPlayer()) - player->SetClientControl(this, !apply); + if (!player->HasUnitState(UNIT_STATE_POSSESSED)) + player->SetClientControl(this, !apply); } bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* aurApp) -- cgit v1.2.3