Core/Units: make use of the PlayHoverAnim update flag to store the play hover anim state
* this fixes playing hover animations for units which have enabled their hover animation without using anim tiers
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@@ -378,7 +378,6 @@ Unit::Unit(bool isWorldObject) :
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_oldFactionId = 0;
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_isWalkingBeforeCharm = false;
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_playHoverAnim = false;
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}
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////////////////////////////////////////////////////////////
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@@ -13636,7 +13635,7 @@ void Unit::SetPlayHoverAnim(bool enable, bool sendUpdate /*= true*/)
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if (IsPlayingHoverAnim() == enable)
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return;
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_playHoverAnim = enable;
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m_updateFlag.PlayerHoverAnim = enable;
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if (!sendUpdate)
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return;
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@@ -1043,7 +1043,7 @@ class TC_GAME_API Unit : public WorldObject
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void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false);
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bool IsPlayingHoverAnim() const { return _playHoverAnim; }
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bool IsPlayingHoverAnim() const { return m_updateFlag.PlayerHoverAnim; }
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void SetPlayHoverAnim(bool enable, bool sendUpdate = true);
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bool IsGravityDisabled() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
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@@ -1792,8 +1792,6 @@ class TC_GAME_API Unit : public WorldObject
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uint32 _oldFactionId; ///< faction before charm
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bool _isWalkingBeforeCharm; ///< Are we walking before we were charmed?
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bool _playHoverAnim;
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std::unique_ptr<SpellHistory> m_spellHistory;
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PositionUpdateInfo _positionUpdateInfo;
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