Core/Movement: Knockback Effect on Flying Mount
by @robinsch; closes #6099 Keep the mounted player flying after the knockback effect cast on mounted player. Before these changes, the flying mount behaves like a ground mount after the knockback. From large enough heights, the fall causes damage or death to the falling (mounted) character.
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@@ -16448,7 +16448,7 @@ void Unit::KnockbackFrom(float x, float y, float speedXY, float speedZ)
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float vcos, vsin;
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GetSinCos(x, y, vsin, vcos);
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WorldPacket data(SMSG_MOVE_KNOCK_BACK, (8+4+4+4+4+4));
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WorldPacket data(SMSG_MOVE_KNOCK_BACK, (8 + 4 + 4 + 4 + 4 + 4));
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data << GetPackGUID();
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data << uint32(0); // counter
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data << float(vcos); // x direction
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@@ -16457,6 +16457,9 @@ void Unit::KnockbackFrom(float x, float y, float speedXY, float speedZ)
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data << float(-speedZ); // Z Movement speed (vertical)
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player->GetSession()->SendPacket(&data);
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if (player->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || player->HasAuraType(SPELL_AURA_FLY))
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player->SetCanFly(true, true);
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}
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}
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@@ -17515,7 +17518,7 @@ bool Unit::SetSwim(bool enable)
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return true;
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}
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bool Unit::SetCanFly(bool enable)
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bool Unit::SetCanFly(bool enable, bool /*packetOnly = false */)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
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return false;
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