Core/Unit: properly reset displayIds when having a shapeshift aura active
Port From (https://github.com/TrinityCore/TrinityCore/commit/c16cebca64dfb82e6abcf1eba3a621d84125a26d)
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@@ -2150,7 +2150,10 @@ namespace Game.Entities
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// transform aura was found
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// transform aura was found
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if (handledAura != null)
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if (handledAura != null)
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{
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handledAura.HandleEffect(this, AuraEffectHandleModes.SendForClient, true);
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handledAura.HandleEffect(this, AuraEffectHandleModes.SendForClient, true);
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return;
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}
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// we've found shapeshift
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// we've found shapeshift
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else if (!shapeshiftAura.Empty()) // we've found shapeshift
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else if (!shapeshiftAura.Empty()) // we've found shapeshift
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{
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{
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@@ -2162,11 +2165,11 @@ namespace Game.Entities
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SetDisplayId(modelId);
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SetDisplayId(modelId);
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else
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else
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SetDisplayId(GetNativeDisplayId());
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SetDisplayId(GetNativeDisplayId());
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return;
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}
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}
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}
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}
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// no auras found - set modelid to default
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// no auras found - set modelid to default
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else
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SetDisplayId(GetNativeDisplayId());
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SetDisplayId(GetNativeDisplayId());
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}
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}
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public uint GetNativeDisplayId() { return m_unitData.NativeDisplayID; }
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public uint GetNativeDisplayId() { return m_unitData.NativeDisplayID; }
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public void SetNativeDisplayId(uint displayId, float displayScale = 1f)
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public void SetNativeDisplayId(uint displayId, float displayScale = 1f)
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