Core/PhaseMgr: Implemented Phase Definitions, Terrainswap and multiphasing
* fixes cataclysm aura effect SPELL_AURA_PHASE without phasemasks defined in miscValueA * implements CONDITION_SOURCE_TYPE_PHASE_DEFINITION Thanks to: - Cyberbrest: For the hard research work about multiphasing. - Venugh: He helped me with a lot of strange compile Errors. - Shauren: For the 4.3.4 phaseshift packet. - Booksize: He showed me how terrainswap works Signed-off-by: Naios <naios-dev@live.de>
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@@ -1277,14 +1277,15 @@ public:
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uint32 phasemask = (uint32)atoi((char*)args);
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Unit* target = handler->getSelectedUnit();
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if (!target)
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target = handler->GetSession()->GetPlayer();
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// check online security
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else if (target->GetTypeId() == TYPEID_PLAYER && handler->HasLowerSecurity(target->ToPlayer(), 0))
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return false;
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target->SetPhaseMask(phasemask, true);
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if (target)
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{
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if (target->GetTypeId() == TYPEID_PLAYER)
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target->ToPlayer()->GetPhaseMgr().SetCustomPhase(phasemask);
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else
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target->SetPhaseMask(phasemask, true);
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}
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else
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handler->GetSession()->GetPlayer()->GetPhaseMgr().SetCustomPhase(phasemask);
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return true;
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}
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