Core/Entities: don't allow client control if player is still affected by any lose of control state

(cherry picked from commit e315e41d36)
This commit is contained in:
ariel-
2018-01-22 23:55:33 -03:00
committed by Shauren
parent c77925da4a
commit d0f4310c44
16 changed files with 126 additions and 134 deletions

View File

@@ -805,8 +805,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
// Special handling for vehicles
if (Vehicle* vehicle = unit->GetVehicleKit())
for (SeatMap::iterator it = vehicle->Seats.begin(); it != vehicle->Seats.end(); ++it)
if (Player* player = ObjectAccessor::GetPlayer(*unit, it->second.Passenger.Guid))
player->GroupEventHappens(e.action.quest.quest, GetBaseObject());
if (Player* passenger = ObjectAccessor::GetPlayer(*unit, it->second.Passenger.Guid))
passenger->GroupEventHappens(e.action.quest.quest, GetBaseObject());
break;
}
case SMART_ACTION_COMBAT_STOP: