Core/Unit: properly reset displayIds when having a shapeshift aura active

Port From (https://github.com/TrinityCore/TrinityCore/commit/c16cebca64dfb82e6abcf1eba3a621d84125a26d)
This commit is contained in:
hondacrx
2020-05-06 13:37:48 -04:00
parent 52ed9a2ebb
commit 4b55ac1e0e
+4 -1
View File
@@ -2150,7 +2150,10 @@ namespace Game.Entities
// transform aura was found // transform aura was found
if (handledAura != null) if (handledAura != null)
{
handledAura.HandleEffect(this, AuraEffectHandleModes.SendForClient, true); handledAura.HandleEffect(this, AuraEffectHandleModes.SendForClient, true);
return;
}
// we've found shapeshift // we've found shapeshift
else if (!shapeshiftAura.Empty()) // we've found shapeshift else if (!shapeshiftAura.Empty()) // we've found shapeshift
{ {
@@ -2162,10 +2165,10 @@ namespace Game.Entities
SetDisplayId(modelId); SetDisplayId(modelId);
else else
SetDisplayId(GetNativeDisplayId()); SetDisplayId(GetNativeDisplayId());
return;
} }
} }
// no auras found - set modelid to default // no auras found - set modelid to default
else
SetDisplayId(GetNativeDisplayId()); SetDisplayId(GetNativeDisplayId());
} }
public uint GetNativeDisplayId() { return m_unitData.NativeDisplayID; } public uint GetNativeDisplayId() { return m_unitData.NativeDisplayID; }