*Fix the bug that respawned vehicle is not usable.
--HG-- branch : trunk
This commit is contained in:
+2
-1
@@ -539,6 +539,7 @@ void Unit::AutoRotate(uint32 time)
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SetUInt64Value(UNIT_FIELD_TARGET, LastTargetGUID);
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SetUInt64Value(UNIT_FIELD_TARGET, LastTargetGUID);
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}else RotateTimer -= time;
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}else RotateTimer -= time;
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}
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}
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void Unit::RemoveMovementImpairingAuras()
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void Unit::RemoveMovementImpairingAuras()
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{
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{
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for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
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for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
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@@ -11168,13 +11169,13 @@ void Unit::setDeathState(DeathState s)
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}
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}
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else if(s == JUST_ALIVED)
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else if(s == JUST_ALIVED)
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{
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{
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if(m_vehicleKit) m_vehicleKit->Reset();
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RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
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RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
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}
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}
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if (m_deathState != ALIVE && s == ALIVE)
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if (m_deathState != ALIVE && s == ALIVE)
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{
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{
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//_ApplyAllAuraMods();
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//_ApplyAllAuraMods();
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if(m_vehicleKit) m_vehicleKit->Reset();
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// Reset display id on resurection - needed by corpse explosion to cleanup after display change
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// Reset display id on resurection - needed by corpse explosion to cleanup after display change
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SetDisplayId(GetNativeDisplayId());
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SetDisplayId(GetNativeDisplayId());
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}
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}
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