100 {
102 {
109 };
110
111 for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end();)
112 {
114 if (!target)
115 {
116 targets.erase(itr++);
117 continue;
118 }
119
120 bool skip = false;
122 {
124 for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
125 if ((*i)->GetAmount())
126 {
127 skip = true;
128 break;
129 }
130 }
131
132 if (skip)
133 targets.erase(itr++);
134 else
135 ++itr;
136 }
137 }
std::uint8_t uint8
Definition Define.h:109
AuraType
Definition SpellAuraDefines.h:62
@ SPELL_AURA_MOD_FEAR
Definition SpellAuraDefines.h:70
@ SPELL_AURA_MOD_ROOT
Definition SpellAuraDefines.h:89
@ SPELL_AURA_TRANSFORM
Definition SpellAuraDefines.h:119
@ SPELL_AURA_MOD_CONFUSE
Definition SpellAuraDefines.h:68
@ SPELL_AURA_NONE
Definition SpellAuraDefines.h:63
@ SPELL_AURA_MOD_STUN
Definition SpellAuraDefines.h:75
Unit * ToUnit()
Definition Object.h:210
AuraEffectList const & GetAuraEffectsByType(AuraType type) const
Definition Unit.h:1349
std::list< AuraEffect * > AuraEffectList
Definition Unit.h:636