diff --git a/src/game/Entities/Vehicle.cpp b/src/game/Entities/Vehicle.cpp index bac0067fd0d..a1707f9fb50 100644 --- a/src/game/Entities/Vehicle.cpp +++ b/src/game/Entities/Vehicle.cpp @@ -235,7 +235,7 @@ void VehicleInfo::Initialize() pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_FULLSPEEDPITCHING); // NOTE: this is the best possible combination to root a vehicle - if (vehicleFlags & VEHICLE_FLAG_FIXED_POSITION) + if ((vehicleFlags & VEHICLE_FLAG_FIXED_POSITION) || m_owner->GetEntry() == 30236 || m_owner->GetEntry() == 39759) pVehicle->SetImmobilizedState(true); // Initialize power type based on DBC values (creatures only) @@ -555,15 +555,6 @@ void VehicleInfo::UnBoard(Unit* passenger, bool changeVehicle) // only for flyable vehicles if (passenger->IsFlying()) static_cast(m_owner)->CastSpell(passenger, SPELL_VEHICLE_PARACHUTE, TRIGGERED_OLD_TRIGGERED); - - // TODO: Guesswork, but seems to be fairly near correct - // Only if the passenger was on control seat? Also depending on some flags - if ((seatEntry->m_flags & SEAT_FLAG_CAN_CONTROL) && - !(m_vehicleEntry->m_flags & (VEHICLE_FLAG_UNK4 | VEHICLE_FLAG_NOT_DISMISSED))) - { - if (((Creature*)m_owner)->IsTemporarySummon()) - ((Creature*)m_owner)->ForcedDespawn(1000); - } } if (Unit* owner = dynamic_cast(m_owner))