*Fix the bug that respawned vehicle is not usable.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-08-25 23:55:15 -05:00
parent f05f6d3d31
commit 70aea97d53
+2 -1
View File
@@ -539,6 +539,7 @@ void Unit::AutoRotate(uint32 time)
SetUInt64Value(UNIT_FIELD_TARGET, LastTargetGUID); SetUInt64Value(UNIT_FIELD_TARGET, LastTargetGUID);
}else RotateTimer -= time; }else RotateTimer -= time;
} }
void Unit::RemoveMovementImpairingAuras() void Unit::RemoveMovementImpairingAuras()
{ {
for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();) for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
@@ -11168,13 +11169,13 @@ void Unit::setDeathState(DeathState s)
} }
else if(s == JUST_ALIVED) else if(s == JUST_ALIVED)
{ {
if(m_vehicleKit) m_vehicleKit->Reset();
RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground) RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
} }
if (m_deathState != ALIVE && s == ALIVE) if (m_deathState != ALIVE && s == ALIVE)
{ {
//_ApplyAllAuraMods(); //_ApplyAllAuraMods();
if(m_vehicleKit) m_vehicleKit->Reset();
// Reset display id on resurection - needed by corpse explosion to cleanup after display change // Reset display id on resurection - needed by corpse explosion to cleanup after display change
SetDisplayId(GetNativeDisplayId()); SetDisplayId(GetNativeDisplayId());
} }