From 4b55ac1e0ee083392647b1bea2d1d56e8afa6cfa Mon Sep 17 00:00:00 2001 From: hondacrx Date: Wed, 6 May 2020 13:37:48 -0400 Subject: [PATCH] Core/Unit: properly reset displayIds when having a shapeshift aura active Port From (https://github.com/TrinityCore/TrinityCore/commit/c16cebca64dfb82e6abcf1eba3a621d84125a26d) --- Source/Game/Entities/Unit/Unit.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/Source/Game/Entities/Unit/Unit.cs b/Source/Game/Entities/Unit/Unit.cs index 493358b88..a999bb71d 100644 --- a/Source/Game/Entities/Unit/Unit.cs +++ b/Source/Game/Entities/Unit/Unit.cs @@ -2150,7 +2150,10 @@ namespace Game.Entities // transform aura was found if (handledAura != null) + { handledAura.HandleEffect(this, AuraEffectHandleModes.SendForClient, true); + return; + } // we've found shapeshift else if (!shapeshiftAura.Empty()) // we've found shapeshift { @@ -2162,11 +2165,11 @@ namespace Game.Entities SetDisplayId(modelId); else SetDisplayId(GetNativeDisplayId()); + return; } } // no auras found - set modelid to default - else - SetDisplayId(GetNativeDisplayId()); + SetDisplayId(GetNativeDisplayId()); } public uint GetNativeDisplayId() { return m_unitData.NativeDisplayID; } public void SetNativeDisplayId(uint displayId, float displayScale = 1f)