Rooted vehicle movement (#13342 for example)
Corrects issue where certain combinations of actions would cause vehicles (usually cannons/artillary) that should be rooted, to be fully movable
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@@ -16975,6 +16975,12 @@ void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* a
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}
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}
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// If vehicle flag for fixed position set (cannons), or if the following hardcoded units, then set state rooted
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// 30236 | Argent Cannon
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// 39759 | Tankbuster Cannon
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if ((vehicle->GetVehicleInfo()->m_flags & VEHICLE_FLAG_FIXED_POSITION) || vehicle->GetBase()->GetEntry() == 30236 || vehicle->GetBase()->GetEntry() == 39759)
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SetControlled(true, UNIT_STATE_ROOT);
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ASSERT(!m_vehicle);
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(void)vehicle->AddPassenger(this, seatId);
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}
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