Core/Auras: Recheck aura presence on target after calling linked events in charm and vehicle aura effect handlers.

This commit is contained in:
QAston
2010-12-31 15:37:44 +01:00
parent 4eccbb81af
commit dd5a77bebc
3 changed files with 32 additions and 13 deletions
+3 -3
View File
@@ -1564,7 +1564,7 @@ class Unit : public WorldObject
void RemoveAllMinionsByEntry(uint32 entry);
void SetCharm(Unit* target, bool apply);
Unit* GetNextRandomRaidMemberOrPet(float radius);
bool SetCharmedBy(Unit* charmer, CharmType type);
bool SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const * aurApp = NULL);
void RemoveCharmedBy(Unit* charmer);
void RestoreFaction();
@@ -2028,8 +2028,8 @@ class Unit : public WorldObject
bool m_ControlledByPlayer;
bool CheckPlayerCondition(Player* pPlayer);
void EnterVehicle(Unit *base, int8 seatId = -1, bool byAura = false) { EnterVehicle(base->GetVehicleKit(), seatId, byAura); }
void EnterVehicle(Vehicle *vehicle, int8 seatId = -1, bool byAura = false);
void EnterVehicle(Unit *base, int8 seatId = -1, AuraApplication const * aurApp = NULL) { EnterVehicle(base->GetVehicleKit(), seatId, aurApp); }
void EnterVehicle(Vehicle *vehicle, int8 seatId = -1, AuraApplication const * aurApp = NULL);
void ExitVehicle();
void ChangeSeat(int8 seatId, bool next = true, bool byAura = false);