Core/Units: Allow mind controlling non-controllable vehicles (for example players that become vehicle during boss encounters or creatures that only are vehicles to show non standard power type)

Port From (https://github.com/TrinityCore/TrinityCore/commit/d56d92fbe7436af00e00b00ca5e7640f852d3485)
This commit is contained in:
hondacrx
2022-02-22 13:43:52 -05:00
parent d5281ebe14
commit c9fa7d22fc
3 changed files with 11 additions and 2 deletions
+1 -1
View File
@@ -278,7 +278,7 @@ namespace Game.Entities
charmer.RemoveAurasByType(AuraType.Mounted);
Cypher.Assert(type != CharmType.Possess || charmer.IsTypeId(TypeId.Player));
Cypher.Assert((type == CharmType.Vehicle) == IsVehicle());
Cypher.Assert((type == CharmType.Vehicle) == (GetVehicleKit() && GetVehicleKit().IsControllableVehicle()));
Log.outDebug(LogFilter.Unit, "SetCharmedBy: charmer {0} (GUID {1}), charmed {2} (GUID {3}), type {4}.", charmer.GetEntry(), charmer.GetGUID().ToString(), GetEntry(), GetGUID().ToString(), type);