Core/Spells: fixed a typo that was causing all charmed units to now have any spells despite being defined as such
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@@ -21341,7 +21341,7 @@ void Player::VehicleSpellInitialize()
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{
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uint32 spellId = vehicle->m_spells[i];
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo || !spellInfo->HasAttribute(SPELL_ATTR5_NOT_AVAILABLE_WHILE_CHARMED))
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if (!spellInfo || spellInfo->HasAttribute(SPELL_ATTR5_NOT_AVAILABLE_WHILE_CHARMED))
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{
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data << uint16(0) << uint8(0) << uint8(i+8);
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continue;
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@@ -922,6 +922,7 @@ bool VehicleJoinEvent::Execute(uint64, uint32)
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if (Target->GetBase()->GetTypeId() == TYPEID_UNIT && Passenger->GetTypeId() == TYPEID_PLAYER &&
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veSeat->HasFlag(VEHICLE_SEAT_FLAG_CAN_CONTROL))
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{
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// handles SMSG_CLIENT_CONTROL
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if (!Target->GetBase()->SetCharmedBy(Passenger, CHARM_TYPE_VEHICLE, aurApp))
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{
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@@ -929,6 +930,7 @@ bool VehicleJoinEvent::Execute(uint64, uint32)
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Abort(0);
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return true;
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}
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}
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Passenger->SendClearTarget(); // SMSG_BREAK_TARGET
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Passenger->SetControlled(true, UNIT_STATE_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
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