Remove auras interrupted by falling when we fall to the ground or water (#19115)
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@@ -25605,7 +25605,6 @@ void Player::HandleFall(MovementInfo const& movementInfo)
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TC_LOG_DEBUG("entities.player", "FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d", movementInfo.pos.GetPositionZ(), height, GetPositionZ(), movementInfo.jump.fallTime, height, damage, safe_fall);
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}
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}
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RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // No fly zone - Parachute
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}
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void Player::ResetAchievements()
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@@ -372,6 +372,10 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
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if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
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plrMover->HandleFall(movementInfo);
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// interrupt parachutes upon falling or landing in water
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if (opcode == MSG_MOVE_FALL_LAND || opcode == MSG_MOVE_START_SWIM)
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mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // Parachutes
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if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
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{
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// now client not include swimming flag in case jumping under water
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