*Save aurastates for all auras from spell, not only for first one.

*Bring back old code for frozen aura state(by megamage).
*Remove visible aura slot on aura destruction instead on sending aura update.

--HG--
branch : trunk
This commit is contained in:
QAston
2009-02-23 16:36:11 +01:00
parent 255736028f
commit f963629e55
2 changed files with 81 additions and 48 deletions
+2 -3
View File
@@ -7688,13 +7688,13 @@ Unit* Unit::GetNextRandomRaidMemberOrPet(float radius)
Player* Target = itr->getSource();
// IsHostileTo check duel and controlled by enemy
if( Target && Target !=this && IsWithinDistInMap(Target, radius) &&
if( Target && Target !=this && Target->isAlive() && IsWithinDistInMap(Target, radius) &&
!IsHostileTo(Target) )
nearMembers.push_back(Target);
// Push player's pet to vector
Unit * pet = Target->GetPet();
if (pet && pet !=this && IsWithinDistInMap(pet, radius) &&
if (pet && pet !=this && pet->isAlive() && IsWithinDistInMap(pet, radius) &&
!IsHostileTo(pet) )
nearMembers.push_back(pet);
}
@@ -12808,7 +12808,6 @@ void Unit::SendAuraUpdate(uint8 slot)
if(!ptr)
{
RemoveVisibleAura(slot);
SendMessageToSet(&data, true);
return;
}