Core/Unit: clear charmed/possessed state before returning client control. Works like a charm

Port From (https://github.com/TrinityCore/TrinityCore/commit/b1a76fc7569ab7338730d680e7b0c703fa6b1003)
This commit is contained in:
hondacrx
2021-08-09 09:24:38 -04:00
parent 2196616dc0
commit 7501866e11
2 changed files with 5 additions and 4 deletions
+4 -3
View File
@@ -411,11 +411,11 @@ namespace Game.Entities
playerCharmer.VehicleSpellInitialize();
break;
case CharmType.Possess:
AddUnitState(UnitState.Possessed);
AddUnitFlag(UnitFlags.PlayerControlled);
charmer.AddUnitFlag(UnitFlags.RemoveClientControl);
playerCharmer.SetClientControl(this, true);
playerCharmer.PossessSpellInitialize();
AddUnitState(UnitState.Possessed);
break;
case CharmType.Charm:
if (IsTypeId(TypeId.Unit) && charmer.GetClass() == Class.Warlock)
@@ -510,11 +510,11 @@ namespace Game.Entities
RemoveUnitFlag(UnitFlags.PlayerControlled);
break;
case CharmType.Possess:
ClearUnitState(UnitState.Possessed);
playerCharmer.SetClientControl(this, false);
playerCharmer.SetClientControl(charmer, true);
charmer.RemoveUnitFlag(UnitFlags.RemoveClientControl);
RemoveUnitFlag(UnitFlags.PlayerControlled);
ClearUnitState(UnitState.Possessed);
break;
case CharmType.Charm:
if (IsTypeId(TypeId.Unit) && charmer.GetClass() == Class.Warlock)
@@ -557,7 +557,6 @@ namespace Game.Entities
// reset confused movement for example
ApplyControlStatesIfNeeded();
ClearUnitState(UnitState.Charmed);
}
public void GetAllMinionsByEntry(List<TempSummon> Minions, uint entry)
@@ -617,6 +616,8 @@ namespace Game.Entities
}
else
{
charm.ClearUnitState(UnitState.Charmed);
if (IsTypeId(TypeId.Player))
{
if (GetCharmGUID() == charm.GetGUID())