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[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
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2 changed files with 3 additions and 2 deletions
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@ -10014,7 +10014,8 @@ void Unit::setDeathState(DeathState s)
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RemoveGuardians();
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RemoveGuardians();
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UnsummonAllTotems();
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UnsummonAllTotems();
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// avoid that corpses run in fear
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// after removing a Fearaura (in RemoveAllAurasOnDeath)
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// Unit::SetFeared is called and makes that creatures attack player again
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StopMoving();
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StopMoving();
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ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
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ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "8602"
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#define REVISION_NR "8603"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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