244 lines
9.9 KiB
C++
244 lines
9.9 KiB
C++
/*
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* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GameClient.h"
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#include "MovementPacketSender.h"
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#include "MovementStructures.h"
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#include "Player.h"
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#include "SharedDefines.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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// SMSG_SPLINE_SET_* messages are for units controlled by the server.
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// SMSG_MOVE_SET_*_SPEED messages are for units controlled by a player and require the client to respond with an ACK message.
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// SMSG_MOVE_UPDATE_*_SPEED is used to broadcast changes to observers of units controlled by a player
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OpcodeServer const MovementPacketSender::moveTypeToOpcode[MAX_MOVE_TYPE][3] =
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{
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{ SMSG_SPLINE_MOVE_SET_WALK_SPEED, SMSG_MOVE_SET_WALK_SPEED, SMSG_MOVE_UPDATE_WALK_SPEED },
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{ SMSG_SPLINE_MOVE_SET_RUN_SPEED, SMSG_MOVE_SET_RUN_SPEED, SMSG_MOVE_UPDATE_RUN_SPEED },
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{ SMSG_SPLINE_MOVE_SET_RUN_BACK_SPEED, SMSG_MOVE_SET_RUN_BACK_SPEED, SMSG_MOVE_UPDATE_RUN_BACK_SPEED },
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{ SMSG_SPLINE_MOVE_SET_SWIM_SPEED, SMSG_MOVE_SET_SWIM_SPEED, SMSG_MOVE_UPDATE_SWIM_SPEED },
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{ SMSG_SPLINE_MOVE_SET_SWIM_BACK_SPEED, SMSG_MOVE_SET_SWIM_BACK_SPEED, SMSG_MOVE_UPDATE_SWIM_BACK_SPEED },
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{ SMSG_SPLINE_MOVE_SET_TURN_RATE, SMSG_MOVE_SET_TURN_RATE, SMSG_MOVE_UPDATE_TURN_RATE },
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{ SMSG_SPLINE_MOVE_SET_FLIGHT_SPEED, SMSG_MOVE_SET_FLIGHT_SPEED, SMSG_MOVE_UPDATE_FLIGHT_SPEED },
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{ SMSG_SPLINE_MOVE_SET_FLIGHT_BACK_SPEED, SMSG_MOVE_SET_FLIGHT_BACK_SPEED, SMSG_MOVE_UPDATE_FLIGHT_BACK_SPEED },
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{ SMSG_SPLINE_MOVE_SET_PITCH_RATE, SMSG_MOVE_SET_PITCH_RATE, SMSG_MOVE_UPDATE_PITCH_RATE },
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};
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MovementChangeType MovementPacketSender::GetChangeTypeByMoveType(UnitMoveType moveType)
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{
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switch (moveType)
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{
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case MOVE_WALK: return MovementChangeType::SPEED_CHANGE_WALK;
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case MOVE_RUN: return MovementChangeType::SPEED_CHANGE_RUN;
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case MOVE_RUN_BACK: return MovementChangeType::SPEED_CHANGE_RUN_BACK;
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case MOVE_SWIM: return MovementChangeType::SPEED_CHANGE_SWIM;
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case MOVE_SWIM_BACK: return MovementChangeType::SPEED_CHANGE_SWIM_BACK;
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case MOVE_TURN_RATE: return MovementChangeType::RATE_CHANGE_TURN;
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case MOVE_FLIGHT: return MovementChangeType::SPEED_CHANGE_FLIGHT_SPEED;
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case MOVE_FLIGHT_BACK: return MovementChangeType::SPEED_CHANGE_FLIGHT_BACK_SPEED;
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case MOVE_PITCH_RATE: return MovementChangeType::RATE_CHANGE_PITCH;
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default:
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ASSERT(false, "MovementPacketSender::SendSpeedChangeToMover Unsupported UnitMoveType");
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}
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}
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MovementChangeType MovementPacketSender::GetChangeTypeByMovementFlag(MovementFlags mFlag)
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{
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switch (mFlag)
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{
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case MOVEMENTFLAG_CAN_FLY: return MovementChangeType::SET_CAN_FLY;
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case MOVEMENTFLAG_DISABLE_GRAVITY: return MovementChangeType::GRAVITY_DISABLE;
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default:
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ASSERT(false, "MovementPacketSender::GetChangeTypeByMovementFlag Unsupported MovementFlags");
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}
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}
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MovementChangeType MovementPacketSender::GetChangeTypeByMovementFlag(MovementFlags2 mFlag)
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{
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switch (mFlag)
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{
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case MOVEMENTFLAG2_CAN_SWIM_TO_FLY_TRANS: return MovementChangeType::SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY;
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default:
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ASSERT(false, "MovementPacketSender::GetChangeTypeByMovementFlag Unsupported MovementFlags");
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}
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}
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void MovementPacketSender::SendHeightChangeToMover(Unit* unit, float newHeight, UpdateCollisionHeightReason reason)
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{
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GameClient* controller = unit->GetGameClientMovingMe();
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ASSERT(controller);
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uint32 mCounter = unit->GetMovementCounterAndInc();
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PlayerMovementPendingChange pendingChange;
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pendingChange.movementCounter = mCounter;
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pendingChange.newValue = newHeight;
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pendingChange.movementChangeType = MovementChangeType::SET_COLLISION_HGT;
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unit->AssignPendingMovementChange(pendingChange.movementChangeType, std::move(pendingChange));
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static MovementStatusElements const extraElements[] =
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{
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MSEExtraTwoBits,
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MSEExtraFloat
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};
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Movement::ExtraMovementStatusElement extra(extraElements);
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extra.Data.floatData = newHeight;
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extra.Data.byteData = reason;
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WorldPacket data(SMSG_MOVE_SET_COLLISION_HEIGHT, 8 + 1 + 4);
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unit->WriteMovementInfo(data, &extra, &mCounter);
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controller->SendDirectMessage(&data);
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}
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void MovementPacketSender::SendHeightChangeToObservers(Unit* unit, float newHeight)
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{
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GameClient* controller = unit->GetGameClientMovingMe();
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ASSERT(controller);
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WorldPacket data(SMSG_MOVE_UPDATE_COLLISION_HEIGHT);
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static MovementStatusElements const speedVal = MSEExtraFloat;
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Movement::ExtraMovementStatusElement extra(&speedVal);
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extra.Data.floatData = newHeight;
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unit->WriteMovementInfo(data, &extra);
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unit->SendMessageToSet(&data, controller->GetBasePlayer());
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}
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void MovementPacketSender::SendSpeedChangeToMover(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
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{
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GameClient* controller = unit->GetGameClientMovingMe();
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ASSERT(controller);
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uint32 mCounter = unit->GetMovementCounterAndInc();
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PlayerMovementPendingChange pendingChange;
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pendingChange.movementCounter = mCounter;
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pendingChange.newValue = newSpeedFlat;
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pendingChange.movementChangeType = MovementPacketSender::GetChangeTypeByMoveType(mtype);
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unit->AssignPendingMovementChange(pendingChange.movementChangeType, std::move(pendingChange));
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WorldPacket data;
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data.Initialize(moveTypeToOpcode[mtype][1]);
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static MovementStatusElements const speedVal = MSEExtraFloat;
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Movement::ExtraMovementStatusElement extra(&speedVal);
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extra.Data.floatData = newSpeedFlat;
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unit->WriteMovementInfo(data, &extra, &mCounter);
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controller->SendDirectMessage(&data);
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}
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void MovementPacketSender::SendSpeedChangeToObservers(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
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{
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GameClient* controller = unit->GetGameClientMovingMe();
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ASSERT(controller);
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WorldPacket data;
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data.Initialize(moveTypeToOpcode[mtype][2]);
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static MovementStatusElements const speedVal = MSEExtraFloat;
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Movement::ExtraMovementStatusElement extra(&speedVal);
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extra.Data.floatData = newSpeedFlat;
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unit->WriteMovementInfo(data, &extra);
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unit->SendMessageToSet(&data, controller->GetBasePlayer());
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}
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void MovementPacketSender::SendSpeedChangeToAll(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
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{
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GameClient* controller = unit->GetGameClientMovingMe();
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ASSERT(!controller);
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WorldPacket data;
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data.Initialize(moveTypeToOpcode[mtype][0]);
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static MovementStatusElements const speedVal = MSEExtraFloat;
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Movement::ExtraMovementStatusElement extra(&speedVal);
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extra.Data.floatData = newSpeedFlat;
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unit->WriteMovementInfo(data, &extra);
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unit->SendMessageToSet(&data, true);
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}
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void MovementPacketSender::SendMovementFlagChangeToMover(Unit* unit, MovementFlags mFlag, bool apply)
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{
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GameClient* controller = unit->GetGameClientMovingMe();
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ASSERT(controller);
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uint32 mCounter = unit->GetMovementCounterAndInc();
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PlayerMovementPendingChange pendingChange;
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pendingChange.movementCounter = mCounter;
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pendingChange.apply = apply;
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pendingChange.movementChangeType = MovementPacketSender::GetChangeTypeByMovementFlag(mFlag);
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unit->AssignPendingMovementChange(pendingChange.movementChangeType, std::move(pendingChange));
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OpcodeServer opcode;
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switch (mFlag)
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{
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case MOVEMENTFLAG_CAN_FLY: opcode = apply ? SMSG_MOVE_SET_CAN_FLY : SMSG_MOVE_UNSET_CAN_FLY; break;
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case MOVEMENTFLAG_DISABLE_GRAVITY: opcode = apply ? SMSG_MOVE_GRAVITY_DISABLE : SMSG_MOVE_GRAVITY_ENABLE; break;
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default:
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ASSERT(false, "MovementPacketSender::SendMovementFlagChangeToMover Unsupported MovementFlags");
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break;
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}
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WorldPacket data(opcode);
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unit->WriteMovementInfo(data, nullptr, &mCounter);
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controller->SendDirectMessage(&data);
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}
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void MovementPacketSender::SendMovementFlagChangeToMover(Unit* unit, MovementFlags2 mFlag, bool apply)
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{
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GameClient* controller = unit->GetGameClientMovingMe();
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ASSERT(controller);
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uint32 mCounter = unit->GetMovementCounterAndInc();
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PlayerMovementPendingChange pendingChange;
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pendingChange.movementCounter = mCounter;
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pendingChange.apply = apply;
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pendingChange.movementChangeType = MovementPacketSender::GetChangeTypeByMovementFlag(mFlag);
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unit->AssignPendingMovementChange(pendingChange.movementChangeType, std::move(pendingChange));
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OpcodeServer opcode;
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switch (mFlag)
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{
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case MOVEMENTFLAG2_CAN_SWIM_TO_FLY_TRANS: opcode = apply ? SMSG_MOVE_SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY : SMSG_MOVE_UNSET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY; break;
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default:
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ASSERT(false, "MovementPacketSender::SendMovementFlagChangeToMover Unsupported MovementFlags");
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break;
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}
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WorldPacket data(opcode);
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unit->WriteMovementInfo(data, nullptr, &mCounter);
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controller->SendDirectMessage(&data);
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}
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void MovementPacketSender::SendMovementFlagChangeToObservers(Unit* unit)
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{
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GameClient* controller = unit->GetGameClientMovingMe();
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ASSERT(controller);
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WorldPacket data(SMSG_MOVE_UPDATE);
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unit->WriteMovementInfo(data);
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unit->SendMessageToSet(&data, controller->GetBasePlayer());
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}
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