Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4
This commit is contained in:
commit
f517467817
116 files changed
+7709
-3082
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@@ -409,7 +409,7 @@ void Unit::UpdateSplinePosition()
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Movement::Location loc = movespline->ComputePosition();
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if (GetTransGUID())
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{
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Position& pos = m_movementInfo.t_pos;
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Position& pos = m_movementInfo.transport.pos;
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pos.m_positionX = loc.x;
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pos.m_positionY = loc.y;
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pos.m_positionZ = loc.z;
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@@ -8594,10 +8594,7 @@ void Unit::SetCharm(Unit* charm, bool apply)
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_isWalkingBeforeCharm = charm->IsWalking();
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if (_isWalkingBeforeCharm)
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{
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charm->SetWalk(false);
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charm->SendMovementWalkMode();
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}
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m_Controlled.insert(charm);
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}
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@@ -8632,10 +8629,7 @@ void Unit::SetCharm(Unit* charm, bool apply)
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}
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if (charm->IsWalking() != _isWalkingBeforeCharm)
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{
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charm->SetWalk(_isWalkingBeforeCharm);
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charm->SendMovementWalkMode();
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}
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if (charm->GetTypeId() == TYPEID_PLAYER
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|| !charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_MINION)
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@@ -16008,14 +16002,6 @@ bool Unit::IsFalling() const
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return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR) || movespline->isFalling();
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}
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void Unit::SetCanFly(bool apply)
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{
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if (apply)
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AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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else
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RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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}
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void Unit::NearTeleportTo(float x, float y, float z, float orientation, bool casting /*= false*/)
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{
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DisableSpline();
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@@ -16218,11 +16204,11 @@ void Unit::WriteMovementInfo(WorldPacket& data, Movement::ExtraMovementStatusEle
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break;
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case MSETransportTime2:
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if (hasTransportData && hasTransportTime2)
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data << mi.t_time2;
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data << mi.transport.time2;
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break;
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case MSETransportTime3:
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if (hasTransportData && hasTransportTime3)
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data << mi.t_time3;
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data << mi.transport.time3;
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break;
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case MSEPitch:
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if (hasPitch)
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@@ -16230,23 +16216,23 @@ void Unit::WriteMovementInfo(WorldPacket& data, Movement::ExtraMovementStatusEle
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break;
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case MSEFallTime:
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if (hasFallData)
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data << mi.fallTime;
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data << mi.jump.fallTime;
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break;
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case MSEFallVerticalSpeed:
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if (hasFallData)
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data << mi.j_zspeed;
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data << mi.jump.zspeed;
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break;
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case MSEFallCosAngle:
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if (hasFallData && hasFallDirection)
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data << mi.j_cosAngle;
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data << mi.jump.cosAngle;
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break;
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case MSEFallSinAngle:
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if (hasFallData && hasFallDirection)
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data << mi.j_sinAngle;
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data << mi.jump.sinAngle;
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break;
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case MSEFallHorizontalSpeed:
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if (hasFallData && hasFallDirection)
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data << mi.j_xyspeed;
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data << mi.jump.xyspeed;
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break;
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case MSESplineElevation:
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if (hasSplineElevation)
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@@ -16700,103 +16686,146 @@ bool Unit::SetWalk(bool enable)
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else
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RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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return true;
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}
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bool Unit::SetDisableGravity(bool disable, bool /*packetOnly = false*/)
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{
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if (disable == IsLevitating())
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return false;
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if (disable)
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AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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else
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RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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return true;
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}
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bool Unit::SetHover(bool enable)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
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return false;
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if (enable)
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{
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//! No need to check height on ascent
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AddUnitMovementFlag(MOVEMENTFLAG_HOVER);
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if (float hh = GetFloatValue(UNIT_FIELD_HOVERHEIGHT))
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UpdateHeight(GetPositionZ() + hh);
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}
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else
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{
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RemoveUnitMovementFlag(MOVEMENTFLAG_HOVER);
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if (float hh = GetFloatValue(UNIT_FIELD_HOVERHEIGHT))
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{
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float newZ = GetPositionZ() - hh;
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UpdateAllowedPositionZ(GetPositionX(), GetPositionY(), newZ);
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UpdateHeight(newZ);
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}
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}
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return true;
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}
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void Unit::SendMovementHover()
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{
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if (HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_HOVER, SMSG_MOVE_SET_HOVER).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_UNSET_HOVER, SMSG_MOVE_UNSET_HOVER).Send();
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}
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void Unit::SendMovementWaterWalking()
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{
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if (HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_WATER_WALK, SMSG_MOVE_WATER_WALK).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_LAND_WALK, SMSG_MOVE_LAND_WALK).Send();
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}
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void Unit::SendMovementFeatherFall()
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{
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if (HasUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW))
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_FEATHER_FALL, SMSG_MOVE_FEATHER_FALL).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_NORMAL_FALL, SMSG_MOVE_NORMAL_FALL).Send();
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}
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void Unit::SendMovementCanFlyChange()
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{
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if (HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_FLYING, SMSG_MOVE_SET_CAN_FLY).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_UNSET_FLYING, SMSG_MOVE_UNSET_CAN_FLY).Send();
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}
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void Unit::SendMovementDisableGravity()
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{
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if (HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_GRAVITY_DISABLE, SMSG_MOVE_GRAVITY_DISABLE).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_GRAVITY_ENABLE, SMSG_MOVE_GRAVITY_ENABLE).Send();
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}
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void Unit::SendMovementWalkMode()
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{
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///@ TODO: Find proper opcode for walk mode setting in player mind controlling a player case
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if (HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
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if (enable)
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_WALK_MODE, SMSG_SPLINE_MOVE_SET_WALK_MODE).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_RUN_MODE, SMSG_SPLINE_MOVE_SET_WALK_MODE).Send();
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return true;
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}
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void Unit::SendMovementSwimming()
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bool Unit::SetDisableGravity(bool disable, bool packetOnly /*= false*/)
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{
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if (HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING))
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if (!packetOnly)
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{
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if (disable == IsLevitating())
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return false;
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if (disable)
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AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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else
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RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
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}
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if (disable)
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_GRAVITY_DISABLE, SMSG_MOVE_GRAVITY_DISABLE).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_GRAVITY_ENABLE, SMSG_MOVE_GRAVITY_ENABLE).Send();
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return true;
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}
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bool Unit::SetSwim(bool enable)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING))
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return false;
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if (enable)
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AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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else
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RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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if (enable)
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_START_SWIM, NULL_OPCODE).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_STOP_SWIM, NULL_OPCODE).Send();
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return true;
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}
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bool Unit::SetCanFly(bool enable)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
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return false;
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if (enable)
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AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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else
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RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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if (enable)
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_FLYING, SMSG_MOVE_SET_CAN_FLY).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_UNSET_FLYING, SMSG_MOVE_UNSET_CAN_FLY).Send();
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return true;
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}
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bool Unit::SetWaterWalking(bool enable, bool packetOnly /*= false */)
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{
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if (!packetOnly)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING))
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return false;
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if (enable)
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AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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else
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RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
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}
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if (enable)
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_WATER_WALK, SMSG_MOVE_WATER_WALK).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_LAND_WALK, SMSG_MOVE_LAND_WALK).Send();
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return true;
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}
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bool Unit::SetFeatherFall(bool enable, bool packetOnly /*= false */)
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{
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if (!packetOnly)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW))
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return false;
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if (enable)
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AddUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW);
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else
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RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW);
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}
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if (enable)
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_FEATHER_FALL, SMSG_MOVE_FEATHER_FALL).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_NORMAL_FALL, SMSG_MOVE_NORMAL_FALL).Send();
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return true;
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}
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bool Unit::SetHover(bool enable, bool packetOnly /*= false*/)
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{
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if (!packetOnly)
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{
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if (enable == HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
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return false;
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if (enable)
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{
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//! No need to check height on ascent
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AddUnitMovementFlag(MOVEMENTFLAG_HOVER);
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if (float hh = GetFloatValue(UNIT_FIELD_HOVERHEIGHT))
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UpdateHeight(GetPositionZ() + hh);
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}
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else
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{
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RemoveUnitMovementFlag(MOVEMENTFLAG_HOVER);
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if (float hh = GetFloatValue(UNIT_FIELD_HOVERHEIGHT))
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{
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float newZ = GetPositionZ() - hh;
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UpdateAllowedPositionZ(GetPositionX(), GetPositionY(), newZ);
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UpdateHeight(newZ);
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}
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}
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}
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if (enable)
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_HOVER, SMSG_MOVE_SET_HOVER).Send();
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else
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Movement::PacketSender(this, SMSG_SPLINE_MOVE_UNSET_HOVER, SMSG_MOVE_UNSET_HOVER).Send();
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return true;
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}
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void Unit::SendSetPlayHoverAnim(bool enable)
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@@ -16874,3 +16903,177 @@ void Unit::ReleaseFocus(Spell const* focusSpell)
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if (focusSpell->GetSpellInfo()->AttributesEx5 & SPELL_ATTR5_DONT_TURN_DURING_CAST)
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ClearUnitState(UNIT_STATE_ROTATING);
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}
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void Unit::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const
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||||
{
|
||||
if (!target)
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||||
return;
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||||
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||||
ByteBuffer fieldBuffer;
|
||||
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UpdateMask updateMask;
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updateMask.SetCount(m_valuesCount);
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uint32* flags = UnitUpdateFieldFlags;
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uint32 visibleFlag = UF_FLAG_PUBLIC;
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||||
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||||
if (target == this)
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visibleFlag |= UF_FLAG_PRIVATE;
|
||||
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||||
Player* plr = GetCharmerOrOwnerPlayerOrPlayerItself();
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if (GetOwnerGUID() == target->GetGUID())
|
||||
visibleFlag |= UF_FLAG_OWNER;
|
||||
|
||||
if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_SPECIALINFO))
|
||||
if (HasAuraTypeWithCaster(SPELL_AURA_EMPATHY, target->GetGUID()))
|
||||
visibleFlag |= UF_FLAG_SPECIAL_INFO;
|
||||
|
||||
if (plr && plr->IsInSameRaidWith(target))
|
||||
visibleFlag |= UF_FLAG_PARTY_MEMBER;
|
||||
|
||||
Creature const* creature = ToCreature();
|
||||
for (uint16 index = 0; index < m_valuesCount; ++index)
|
||||
{
|
||||
if (_fieldNotifyFlags & flags[index] ||
|
||||
((flags[index] & visibleFlag) & UF_FLAG_SPECIAL_INFO) ||
|
||||
((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)) ||
|
||||
(index == UNIT_FIELD_AURASTATE && HasFlag(UNIT_FIELD_AURASTATE, PER_CASTER_AURA_STATE_MASK)))
|
||||
{
|
||||
updateMask.SetBit(index);
|
||||
|
||||
if (index == UNIT_NPC_FLAGS)
|
||||
{
|
||||
uint32 appendValue = m_uint32Values[UNIT_NPC_FLAGS];
|
||||
|
||||
if (creature)
|
||||
if (!target->CanSeeSpellClickOn(creature))
|
||||
appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK;
|
||||
|
||||
fieldBuffer << uint32(appendValue);
|
||||
}
|
||||
else if (index == UNIT_FIELD_AURASTATE)
|
||||
{
|
||||
// Check per caster aura states to not enable using a spell in client if specified aura is not by target
|
||||
fieldBuffer << BuildAuraStateUpdateForTarget(target);
|
||||
}
|
||||
// FIXME: Some values at server stored in float format but must be sent to client in uint32 format
|
||||
else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
|
||||
{
|
||||
// convert from float to uint32 and send
|
||||
fieldBuffer << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]);
|
||||
}
|
||||
// there are some float values which may be negative or can't get negative due to other checks
|
||||
else if ((index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4) ||
|
||||
(index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
|
||||
(index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
|
||||
(index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4))
|
||||
{
|
||||
fieldBuffer << uint32(m_floatValues[index]);
|
||||
}
|
||||
// Gamemasters should be always able to select units - remove not selectable flag
|
||||
else if (index == UNIT_FIELD_FLAGS)
|
||||
{
|
||||
uint32 appendValue = m_uint32Values[UNIT_FIELD_FLAGS];
|
||||
if (target->IsGameMaster())
|
||||
appendValue &= ~UNIT_FLAG_NOT_SELECTABLE;
|
||||
|
||||
fieldBuffer << uint32(appendValue);
|
||||
}
|
||||
// use modelid_a if not gm, _h if gm for CREATURE_FLAG_EXTRA_TRIGGER creatures
|
||||
else if (index == UNIT_FIELD_DISPLAYID)
|
||||
{
|
||||
uint32 displayId = m_uint32Values[UNIT_FIELD_DISPLAYID];
|
||||
if (creature)
|
||||
{
|
||||
CreatureTemplate const* cinfo = creature->GetCreatureTemplate();
|
||||
|
||||
// this also applies for transform auras
|
||||
if (SpellInfo const* transform = sSpellMgr->GetSpellInfo(getTransForm()))
|
||||
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
|
||||
if (transform->Effects[i].IsAura(SPELL_AURA_TRANSFORM))
|
||||
if (CreatureTemplate const* transformInfo = sObjectMgr->GetCreatureTemplate(transform->Effects[i].MiscValue))
|
||||
{
|
||||
cinfo = transformInfo;
|
||||
break;
|
||||
}
|
||||
|
||||
if (cinfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
|
||||
{
|
||||
if (target->IsGameMaster())
|
||||
{
|
||||
if (cinfo->Modelid1)
|
||||
displayId = cinfo->Modelid1; // Modelid1 is a visible model for gms
|
||||
else
|
||||
displayId = 17519; // world visible trigger's model
|
||||
}
|
||||
else
|
||||
{
|
||||
if (cinfo->Modelid2)
|
||||
displayId = cinfo->Modelid2; // Modelid2 is an invisible model for players
|
||||
else
|
||||
displayId = 11686; // world invisible trigger's model
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fieldBuffer << uint32(displayId);
|
||||
}
|
||||
// hide lootable animation for unallowed players
|
||||
else if (index == UNIT_DYNAMIC_FLAGS)
|
||||
{
|
||||
uint32 dynamicFlags = m_uint32Values[UNIT_DYNAMIC_FLAGS] & ~(UNIT_DYNFLAG_TAPPED | UNIT_DYNFLAG_TAPPED_BY_PLAYER);
|
||||
|
||||
if (creature)
|
||||
{
|
||||
if (creature->hasLootRecipient())
|
||||
{
|
||||
dynamicFlags |= UNIT_DYNFLAG_TAPPED;
|
||||
if (creature->isTappedBy(target))
|
||||
dynamicFlags |= UNIT_DYNFLAG_TAPPED_BY_PLAYER;
|
||||
}
|
||||
|
||||
if (!target->isAllowedToLoot(creature))
|
||||
dynamicFlags &= ~UNIT_DYNFLAG_LOOTABLE;
|
||||
}
|
||||
|
||||
// unit UNIT_DYNFLAG_TRACK_UNIT should only be sent to caster of SPELL_AURA_MOD_STALKED auras
|
||||
if (dynamicFlags & UNIT_DYNFLAG_TRACK_UNIT)
|
||||
if (!HasAuraTypeWithCaster(SPELL_AURA_MOD_STALKED, target->GetGUID()))
|
||||
dynamicFlags &= ~UNIT_DYNFLAG_TRACK_UNIT;
|
||||
|
||||
fieldBuffer << dynamicFlags;
|
||||
}
|
||||
// FG: pretend that OTHER players in own group are friendly ("blue")
|
||||
else if (index == UNIT_FIELD_BYTES_2 || index == UNIT_FIELD_FACTIONTEMPLATE)
|
||||
{
|
||||
if (IsControlledByPlayer() && target != this && sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP) && IsInRaidWith(target))
|
||||
{
|
||||
FactionTemplateEntry const* ft1 = GetFactionTemplateEntry();
|
||||
FactionTemplateEntry const* ft2 = target->GetFactionTemplateEntry();
|
||||
if (ft1 && ft2 && !ft1->IsFriendlyTo(*ft2))
|
||||
{
|
||||
if (index == UNIT_FIELD_BYTES_2)
|
||||
// Allow targetting opposite faction in party when enabled in config
|
||||
fieldBuffer << (m_uint32Values[UNIT_FIELD_BYTES_2] & ((UNIT_BYTE2_FLAG_SANCTUARY /*| UNIT_BYTE2_FLAG_AURAS | UNIT_BYTE2_FLAG_UNK5*/) << 8)); // this flag is at uint8 offset 1 !!
|
||||
else
|
||||
// pretend that all other HOSTILE players have own faction, to allow follow, heal, rezz (trade wont work)
|
||||
fieldBuffer << uint32(target->getFaction());
|
||||
}
|
||||
else
|
||||
fieldBuffer << m_uint32Values[index];
|
||||
}
|
||||
else
|
||||
fieldBuffer << m_uint32Values[index];
|
||||
}
|
||||
else
|
||||
{
|
||||
// send in current format (float as float, uint32 as uint32)
|
||||
fieldBuffer << m_uint32Values[index];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*data << uint8(updateMask.GetBlockCount());
|
||||
updateMask.AppendToPacket(data);
|
||||
data->append(fieldBuffer);
|
||||
}
|
||||
Reference in new issue
Block a user