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Core/Entities: don't allow client control if player is still affected by any lose of control state
(cherry picked from commit e315e41d36)
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@@ -805,8 +805,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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// Special handling for vehicles
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if (Vehicle* vehicle = unit->GetVehicleKit())
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for (SeatMap::iterator it = vehicle->Seats.begin(); it != vehicle->Seats.end(); ++it)
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if (Player* player = ObjectAccessor::GetPlayer(*unit, it->second.Passenger.Guid))
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player->GroupEventHappens(e.action.quest.quest, GetBaseObject());
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if (Player* passenger = ObjectAccessor::GetPlayer(*unit, it->second.Passenger.Guid))
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passenger->GroupEventHappens(e.action.quest.quest, GetBaseObject());
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break;
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}
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case SMART_ACTION_COMBAT_STOP:
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