From 6afc4dac6152014c1bf4c1d808c2c9bc9a1c80f2 Mon Sep 17 00:00:00 2001 From: ccrs Date: Sat, 25 Oct 2025 17:13:35 +0200 Subject: Core/Entities: followup f4d8105064afdf98212320b5bd1569f2af3fa68a Pretty sure that stunned/rooted creatures do fall also on death Remove useless casting --- src/server/game/Entities/Unit/Unit.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index cca0d47a7e2..65b18b43eec 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -8761,7 +8761,7 @@ void Unit::setDeathState(DeathState s) { if (GetMotionMaster()->StopOnDeath()) { - if (!HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED) && GetTypeId() == TYPEID_UNIT && ToCreature()->IsInAir(*this, GetFloorZ(), false) && !IsUnderWater()) + if (GetTypeId() == TYPEID_UNIT && IsInAir(*this, GetFloorZ(), false) && !IsUnderWater()) { GetMotionMaster()->AddFlag(MOTIONMASTER_FLAG_STATIC_PREVENT_INITIALIZATION); SetFall(true); -- cgit v1.2.3