135 {
137 {
144 };
145
146 for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end();)
147 {
149 if (!target)
150 {
151 targets.erase(itr++);
152 continue;
153 }
154
155 bool skip = false;
157 {
159 for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
160 if ((*i)->GetAmount())
161 {
162 skip = true;
163 break;
164 }
165 }
166
167 if (skip)
168 targets.erase(itr++);
169 else
170 ++itr;
171 }
172 }
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:1428
std::vector< AuraEffect * > AuraEffectList
Definition Unit.h:680