[8603] corrected comment of last commit

the problem was in Unit::setFeared
which got called after removing a fearaura

inside setFeared there is a check for isAlive()
which will return true in this case, cause m_deathState
is updated only after RemoveAllAurasOnDeath()

a fix could be to set m_deathState earlier, but
then auras which require a spellcast on remove
won't work anymore..
(not sure if we actualy have such auras)

but if in future more functions will require special code there,
moving the m_deathState setting should be considered

big thx to Naicisum for explanation and investigation
This commit is contained in:
balrok 2009-10-09 01:15:50 +02:00
parent 5a48fe3c96
commit c999490aa2
2 changed files with 3 additions and 2 deletions

View file

@ -10014,7 +10014,8 @@ void Unit::setDeathState(DeathState s)
RemoveGuardians();
UnsummonAllTotems();
// avoid that corpses run in fear
// after removing a Fearaura (in RemoveAllAurasOnDeath)
// Unit::SetFeared is called and makes that creatures attack player again
StopMoving();
ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);