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/d0f4310c4417fb5dc8e89061adf4ce113caa4227)
This commit is contained in:
@@ -722,9 +722,9 @@ namespace Game.AI
|
||||
{
|
||||
foreach (var seat in vehicle.Seats)
|
||||
{
|
||||
Player player1 = Global.ObjAccessor.GetPlayer(unit, seat.Value.Passenger.Guid);
|
||||
if (player1 != null)
|
||||
player1.GroupEventHappens(e.Action.quest.questId, GetBaseObject());
|
||||
Player passenger = Global.ObjAccessor.GetPlayer(unit, seat.Value.Passenger.Guid);
|
||||
if (passenger != null)
|
||||
passenger.GroupEventHappens(e.Action.quest.questId, GetBaseObject());
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user