fix(Unit/ProcessTerrainStatusUpdate): prevent removal swimming auras if swimming (#18902)
* do not remove swimming auras if we are swimming * refactor to isSwimming() * Update src/server/game/Entities/Unit/Unit.cpp Co-authored-by: Andrew <47818697+Nyeriah@users.noreply.github.com> --------- Co-authored-by: Andrew <47818697+Nyeriah@users.noreply.github.com>
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@ -4223,7 +4223,7 @@ void Unit::ProcessTerrainStatusUpdate()
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// remove appropriate auras if we are swimming/not swimming respectively
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if (liquidData.Status & MAP_LIQUID_STATUS_SWIMMING)
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RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_ABOVEWATER);
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else
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else if (!isSwimming())
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RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
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// liquid aura handling
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