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[patch][7317] AURA_STATE_FROZEN for frozen(stunned) units


Guest Tassader2

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What bug does the patch fix? What features does the patch add?

Makes units under frost stun aura (like freezing trap, deep freeze) "frozen" so isFrozen() returns true for them (needed for shatter etc.). Same way already used for frost root auras.

For which repository revision was the patch created?

7295

Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

No

Who has been writing this patch? Please include either forum user names or email addresses.

Me, Tassader

diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
index 5db2926..f3fb701 100644
--- a/src/game/SpellAuras.cpp
+++ b/src/game/SpellAuras.cpp
@@ -3312,6 +3312,10 @@ void Aura::HandleAuraModStun(bool apply, bool Real)
    if(!Real)
        return;

+    // Frost stun aura -> freeze/unfreeze target
+    if (GetSpellSchoolMask(m_spellProto) & SPELL_SCHOOL_MASK_FROST)
+        m_target->ModifyAuraState(AURA_STATE_FROZEN, apply);
+
    if (apply)
    {
        m_target->addUnitState(UNIT_STAT_STUNNED);

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  • 3 weeks later...
What about stacked auars at target and remove only one from? For example root and stun...

remove one from its will remove frozen state.

Hm then the implementation was incorrect even before I copied it from root handle ... because it is possible to have two different frost root aras (at least on mangos, maybe not on official):(

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