Core/Entities: don't allow client control if player is still affected by any lose of control state
Port From (https://github.com/TrinityCore/TrinityCore/commit/29bfa32fc39de1d93fbdb272d48689174c547725)
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@@ -484,11 +484,11 @@ namespace Framework.Constants
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Unattackable = InFlight,
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Moving = RoamingMove | ConfusedMove | FleeingMove | ChaseMove | FollowMove,
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Controlled = (Confused | Stunned | Fleeing),
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LostControl = (Controlled | Jumping | Charging),
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Sightless = (LostControl | Evade),
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CannotAutoattack = (LostControl | Casting),
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CannotTurn = (LostControl | Rotating),
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Controlled = Confused | Stunned | Fleeing,
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LostControl = Controlled | Possessed | Jumping | Charging,
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Sightless = LostControl | Evade,
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CannotAutoattack = LostControl | Casting,
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CannotTurn = LostControl | Rotating,
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NotMove = Root | Stunned | Died | Distracted,
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AllErasable = AllStateSupported & ~IgnorePathfinding,
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