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:
hondacrx
2021-06-23 14:39:59 -04:00
parent 84d05548f2
commit a34469c171
6 changed files with 117 additions and 124 deletions
+3 -3
View File
@@ -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;