Entities/Unit: Fix an issue where Unit pointers could be left dangling if a channeled Charm was interrupted by a control aura application. Closes #23440.

(cherry picked from commit f4b06fd0b7ead843bba8f5215a09abf7976e012c)
This commit is contained in:
Treeston
2021-12-12 01:27:04 +01:00
committed by Shauren
parent edc7583119
commit d10554da14
4 changed files with 7 additions and 13 deletions
@@ -458,12 +458,3 @@ void Puppet::Update(uint32 time)
}
}
}
void Puppet::RemoveFromWorld()
{
if (!IsInWorld())
return;
RemoveCharmedBy(nullptr);
Minion::RemoveFromWorld();
}
@@ -138,7 +138,6 @@ class TC_GAME_API Puppet : public Minion
void InitStats(uint32 duration) override;
void InitSummon() override;
void Update(uint32 time) override;
void RemoveFromWorld() override;
};
class TC_GAME_API ForcedUnsummonDelayEvent : public BasicEvent
@@ -25737,7 +25737,11 @@ void Player::SetClientControl(Unit* target, bool allowMove)
{
// still affected by some aura that shouldn't allow control, only allow on last such aura to be removed
if (allowMove && target->HasUnitState(UNIT_STATE_CANT_CLIENT_CONTROL))
{
// this should never happen, otherwise m_unitBeingMoved might be left dangling!
ASSERT(GetUnitBeingMoved() == target);
return;
}
WorldPackets::Movement::ControlUpdate data;
data.Guid = target->GetGUID();
+3 -3
View File
@@ -10590,12 +10590,14 @@ void Unit::SetControlled(bool apply, UnitState state)
if (HasUnitState(state))
return;
if (state & UNIT_STATE_CONTROLLED)
CastStop();
AddUnitState(state);
switch (state)
{
case UNIT_STATE_STUNNED:
SetStunned(true);
CastStop();
break;
case UNIT_STATE_ROOT:
if (!HasUnitState(UNIT_STATE_STUNNED))
@@ -10608,7 +10610,6 @@ void Unit::SetControlled(bool apply, UnitState state)
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetConfused(true);
CastStop();
}
break;
case UNIT_STATE_FLEEING:
@@ -10618,7 +10619,6 @@ void Unit::SetControlled(bool apply, UnitState state)
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetFeared(true);
CastStop();
}
break;
default: