Beispiel #1
0
void Vehicle::Dismiss()
{
    SendObjectDeSpawnAnim(GetGUID());
    CombatStop();
    CleanupsBeforeDelete();
    AddObjectToRemoveList();
}
void TemporarySummon::UnSummon()
{
    CombatStop();

    CleanupsBeforeDelete();
    AddObjectToRemoveList();

    Unit* sum = m_summoner ? ObjectAccessor::GetUnit(*this, m_summoner) : NULL;
    if (sum  && sum->GetTypeId() == TYPEID_UNIT && ((Creature*)sum)->AI())
    {
        ((Creature*)sum)->AI()->SummonedCreatureDespawn(this);
    }
}
Beispiel #3
0
void Totem::UnSummon()
{
    SendObjectDeSpawnAnim(GetGUID());

    CombatStop();
    RemoveAurasDueToSpell(GetSpell());
    Unit *owner = this->GetOwner();
    if (owner)
    {
        // clear owenr's totem slot
        for(int i = 0; i < MAX_TOTEM; ++i)
        {
            if(owner->m_TotemSlot[i]==GetGUID())
            {
                owner->m_TotemSlot[i] = 0;
                break;
            }
        }

        owner->RemoveAurasDueToSpell(GetSpell());

        //remove aura all party members too
        Group *pGroup = NULL;
        if (owner->GetTypeId() == TYPEID_PLAYER)
        {
            // Not only the player can summon the totem (scripted AI)
            pGroup = ((Player*)owner)->GetGroup();
            if (pGroup)
            {
                for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
                {
                    Player* Target = itr->getSource();
                    if(Target && pGroup->SameSubGroup((Player*)owner, Target))
                        Target->RemoveAurasDueToSpell(GetSpell());
                }
            }
        }
    }

    CleanupsBeforeDelete();
    AddObjectToRemoveList();
}
Beispiel #4
0
GameObject::~GameObject()
{
    CleanupsBeforeDelete();
}