103 {
105 {
112 };
113
114 for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end();)
115 {
117 if (!target)
118 {
119 targets.erase(itr++);
120 continue;
121 }
122
123 bool skip = false;
125 {
127 for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
128 if ((*i)->GetAmount())
129 {
130 skip = true;
131 break;
132 }
133 }
134
135 if (skip)
136 targets.erase(itr++);
137 else
138 ++itr;
139 }
140 }
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:1351
std::vector< AuraEffect * > AuraEffectList
Definition Unit.h:636