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fix(Core/Movement): (#7008)
- Get zone/area IDs from vmap data in the liquid update - Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup - Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields. - Clean up liquid state handling on Unit and Player - Implemented getting area id from gameobject spawns. - Removed old core related to getting movement flags dependent on environment. - Movement flags are now processed more precisely and dynamically. Original source: TrinityCore. - Closes #5086 - Updates #2208.
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@@ -5784,7 +5784,7 @@ void AuraEffect::HandlePreventResurrection(AuraApplication const* aurApp, uint8
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if (apply)
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aurApp->GetTarget()->RemoveByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER);
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else if (!aurApp->GetTarget()->GetBaseMap()->Instanceable())
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else if (!aurApp->GetTarget()->GetMap()->Instanceable())
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aurApp->GetTarget()->SetByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER);
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}
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