From 0793a979bb2c39baef29926ad98a16e152f062f1 Mon Sep 17 00:00:00 2001 From: Jelle Meeus Date: Wed, 29 May 2024 20:17:25 +0200 Subject: [PATCH] fix(Unit/ProcessTerrainStatusUpdate): prevent removal swimming auras if swimming (#18902) * do not remove swimming auras if we are swimming * refactor to isSwimming() * Update src/server/game/Entities/Unit/Unit.cpp Co-authored-by: Andrew <47818697+Nyeriah@users.noreply.github.com> --------- Co-authored-by: Andrew <47818697+Nyeriah@users.noreply.github.com> --- src/server/game/Entities/Unit/Unit.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 9cc2e85e3..0e679cfcc 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -4223,7 +4223,7 @@ void Unit::ProcessTerrainStatusUpdate() // remove appropriate auras if we are swimming/not swimming respectively if (liquidData.Status & MAP_LIQUID_STATUS_SWIMMING) RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_ABOVEWATER); - else + else if (!isSwimming()) RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_UNDERWATER); // liquid aura handling