*Allow unit has multiple controlling auras. (Fix the bug that unit cannot be feared if stunned. Hope this will not break all controlling spells)
--HG-- branch : trunk
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+5
-2
@@ -1348,8 +1348,11 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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uint32 GetUnitMovementFlags() const { return m_unit_movement_flags; }
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void SetUnitMovementFlags(uint32 f) { m_unit_movement_flags = f; }
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void SetFeared(bool apply, uint64 casterGUID = 0, uint32 spellID = 0);
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void SetConfused(bool apply, uint64 casterGUID = 0, uint32 spellID = 0);
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void SetControlled(bool apply, UnitState state);
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void SetFeared(bool apply/*, uint64 casterGUID = 0, uint32 spellID = 0*/);
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void SetConfused(bool apply/*, uint64 casterGUID = 0, uint32 spellID = 0*/);
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void SetStunned(bool apply);
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void SetRooted(bool apply);
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void AddComboPointHolder(uint32 lowguid) { m_ComboPointHolders.insert(lowguid); }
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void RemoveComboPointHolder(uint32 lowguid) { m_ComboPointHolders.erase(lowguid); }
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