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>
This commit is contained in:
Naios committed 2012-10-15 20:31:41 +02:00
1 parent c757f811f2
commit 61dce1a02e
25 files changed
+973 -83

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+9 -8
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@@ -1277,14 +1277,15 @@ public:
uint32 phasemask = (uint32)atoi((char*)args);
Unit* target = handler->getSelectedUnit();
if (!target)
target = handler->GetSession()->GetPlayer();
// check online security
else if (target->GetTypeId() == TYPEID_PLAYER && handler->HasLowerSecurity(target->ToPlayer(), 0))
return false;
target->SetPhaseMask(phasemask, true);
if (target)
{
if (target->GetTypeId() == TYPEID_PLAYER)
target->ToPlayer()->GetPhaseMgr().SetCustomPhase(phasemask);
else
target->SetPhaseMask(phasemask, true);
}
else
handler->GetSession()->GetPlayer()->GetPhaseMgr().SetCustomPhase(phasemask);
return true;
}