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[7523] Fixed: players will now drop flag in battleground if they cast immunity buff on themselves.
TODO: players who carry flag in bg are imune to immunity buffs casted by friendly players. (todo added to code). Bug: if paladin casts Hand of protection on flag carrier - flag will be dropped, but he should get "target is immune" message. Fixed: Do not call Battleground::Update for battleground template objects. Fixed: Do not allow immune player to click on object in battleground (not sure if this is correct in all cases). Signed-off-by: Triply <triply@getmangos.com>
This commit is contained in:
parent
3d6c7e59a7
commit
0f6b2ab9ae
10 changed files with 91 additions and 103 deletions
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@ -1176,7 +1176,7 @@ void BattleGroundMgr::Update(uint32 diff)
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// skip updating battleground template
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// skip updating battleground template
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if( itr != m_BattleGrounds[i].end() )
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if( itr != m_BattleGrounds[i].end() )
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++itr;
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++itr;
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for(itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end(); itr = next)
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for(; itr != m_BattleGrounds[i].end(); itr = next)
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{
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{
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next = itr;
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next = itr;
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++next;
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++next;
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@ -18794,6 +18794,7 @@ void Player::SummonIfPossible(bool agree)
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}
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}
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// drop flag at summon
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// drop flag at summon
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// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
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if(BattleGround *bg = GetBattleGround())
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if(BattleGround *bg = GetBattleGround())
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bg->EventPlayerDroppedFlag(this);
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bg->EventPlayerDroppedFlag(this);
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@ -19440,6 +19441,7 @@ bool Player::CanUseBattleGroundObject()
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return ( //InBattleGround() && // in battleground - not need, check in other cases
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return ( //InBattleGround() && // in battleground - not need, check in other cases
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//!IsMounted() && - not correct, player is dismounted when he clicks on flag
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//!IsMounted() && - not correct, player is dismounted when he clicks on flag
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//i'm not sure if these two are correct, because invisible players should get visible when they click on flag
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//i'm not sure if these two are correct, because invisible players should get visible when they click on flag
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!isTotalImmune() && // not totally immune
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!HasStealthAura() && // not stealthed
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!HasStealthAura() && // not stealthed
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!HasInvisibilityAura() && // not invisible
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!HasInvisibilityAura() && // not invisible
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!HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
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!HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
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@ -19607,6 +19609,20 @@ void Player::ExitVehicle(Vehicle *vehicle)
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CastSpell(this, 45472, true); // Parachute
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CastSpell(this, 45472, true); // Parachute
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}
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}
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bool Player::isTotalImmune()
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{
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AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
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uint32 immuneMask = 0;
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for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
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{
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immuneMask |= (*itr)->GetModifier()->m_miscvalue;
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if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
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return true;
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}
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return false;
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}
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bool Player::HasTitle(uint32 bitIndex)
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bool Player::HasTitle(uint32 bitIndex)
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{
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{
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if (bitIndex > 128)
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if (bitIndex > 128)
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@ -1912,6 +1912,7 @@ class MANGOS_DLL_SPEC Player : public Unit
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bool GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const;
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bool GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const;
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bool CanUseBattleGroundObject();
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bool CanUseBattleGroundObject();
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bool isTotalImmune();
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bool CanCaptureTowerPoint();
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bool CanCaptureTowerPoint();
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/*********************************************************/
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/*********************************************************/
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@ -296,7 +296,7 @@ enum ItemQualities
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#define SPELL_ATTR_EX2_UNK18 0x00040000 // 18 Only Revive pet - possible req dead pet
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#define SPELL_ATTR_EX2_UNK18 0x00040000 // 18 Only Revive pet - possible req dead pet
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#define SPELL_ATTR_EX2_NOT_NEED_SHAPESHIFT 0x00080000 // 19 does not necessarly need shapeshift
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#define SPELL_ATTR_EX2_NOT_NEED_SHAPESHIFT 0x00080000 // 19 does not necessarly need shapeshift
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#define SPELL_ATTR_EX2_UNK20 0x00100000 // 20
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#define SPELL_ATTR_EX2_UNK20 0x00100000 // 20
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#define SPELL_ATTR_EX2_UNK21 0x00200000 // 21
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#define SPELL_ATTR_EX2_DAMAGE_REDUCED_SHIELD 0x00200000 // 21 for ice blocks, pala immunity buffs, priest absorb shields, but used also for other spells -> not sure!
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#define SPELL_ATTR_EX2_UNK22 0x00400000 // 22
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#define SPELL_ATTR_EX2_UNK22 0x00400000 // 22
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#define SPELL_ATTR_EX2_UNK23 0x00800000 // 23 Only mage Arcane Concentration have this flag
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#define SPELL_ATTR_EX2_UNK23 0x00800000 // 23 Only mage Arcane Concentration have this flag
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#define SPELL_ATTR_EX2_UNK24 0x01000000 // 24
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#define SPELL_ATTR_EX2_UNK24 0x01000000 // 24
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@ -3306,6 +3306,7 @@ void Aura::HandleFeignDeath(bool apply, bool Real)
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m_target->addUnitState(UNIT_STAT_DIED);
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m_target->addUnitState(UNIT_STAT_DIED);
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m_target->CombatStop();
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m_target->CombatStop();
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m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
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// prevent interrupt message
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// prevent interrupt message
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if(m_caster_guid==m_target->GetGUID() && m_target->m_currentSpells[CURRENT_GENERIC_SPELL])
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if(m_caster_guid==m_target->GetGUID() && m_target->m_currentSpells[CURRENT_GENERIC_SPELL])
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@ -3488,9 +3489,7 @@ void Aura::HandleModStealth(bool apply, bool Real)
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if(apply)
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if(apply)
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{
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{
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// drop flag at stealth in bg
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// drop flag at stealth in bg
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if(Real && m_target->GetTypeId()==TYPEID_PLAYER && ((Player*)m_target)->InBattleGround())
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m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
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if(BattleGround *bg = ((Player*)m_target)->GetBattleGround())
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bg->EventPlayerDroppedFlag((Player*)m_target);
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// only at real aura add
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// only at real aura add
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if(Real)
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if(Real)
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@ -3555,15 +3554,13 @@ void Aura::HandleInvisibility(bool apply, bool Real)
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{
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{
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m_target->m_invisibilityMask |= (1 << m_modifier.m_miscvalue);
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m_target->m_invisibilityMask |= (1 << m_modifier.m_miscvalue);
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m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
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if(Real && m_target->GetTypeId()==TYPEID_PLAYER)
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if(Real && m_target->GetTypeId()==TYPEID_PLAYER)
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{
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{
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// apply glow vision
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// apply glow vision
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m_target->SetFlag(PLAYER_FIELD_BYTES2,PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW);
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m_target->SetFlag(PLAYER_FIELD_BYTES2,PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW);
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// drop flag at invisible in bg
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if(((Player*)m_target)->InBattleGround())
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if(BattleGround *bg = ((Player*)m_target)->GetBattleGround())
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bg->EventPlayerDroppedFlag((Player*)m_target);
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}
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}
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// apply only if not in GM invisibility and not stealth
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// apply only if not in GM invisibility and not stealth
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@ -4010,44 +4007,15 @@ void Aura::HandleModMechanicImmunity(bool apply, bool Real)
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}
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}
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}
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}
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//this method is called whenever we add / remove aura which gives m_target some imunity to some spell effect
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void Aura::HandleAuraModEffectImmunity(bool apply, bool Real)
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void Aura::HandleAuraModEffectImmunity(bool apply, bool Real)
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{
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{
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if(!apply)
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// when removing flag aura, handle flag drop
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if( !apply && m_target->GetTypeId() == TYPEID_PLAYER
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&& (GetSpellProto()->AuraInterruptFlags & AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION) )
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{
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{
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if(m_target->GetTypeId() == TYPEID_PLAYER)
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if( BattleGround *bg = ((Player*)m_target)->GetBattleGround() )
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{
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bg->EventPlayerDroppedFlag(((Player*)m_target));
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if(((Player*)m_target)->InBattleGround())
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{
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BattleGround *bg = ((Player*)m_target)->GetBattleGround();
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if(bg)
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{
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switch(bg->GetTypeID())
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{
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case BATTLEGROUND_AV:
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{
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break;
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}
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case BATTLEGROUND_WS:
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{
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// Warsong Flag, horde // Silverwing Flag, alliance
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if(GetId() == 23333 || GetId() == 23335)
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bg->EventPlayerDroppedFlag(((Player*)m_target));
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break;
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}
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case BATTLEGROUND_AB:
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{
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break;
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}
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case BATTLEGROUND_EY:
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{
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if(GetId() == 34976)
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bg->EventPlayerDroppedFlag(((Player*)m_target));
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break;
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}
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}
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}
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}
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}
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}
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}
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m_target->ApplySpellImmune(GetId(),IMMUNITY_EFFECT,m_modifier.m_miscvalue,apply);
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m_target->ApplySpellImmune(GetId(),IMMUNITY_EFFECT,m_modifier.m_miscvalue,apply);
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@ -4077,28 +4045,33 @@ void Aura::HandleAuraModSchoolImmunity(bool apply, bool Real)
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{
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{
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m_target->ApplySpellImmune(GetId(),IMMUNITY_SCHOOL,m_modifier.m_miscvalue,apply);
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m_target->ApplySpellImmune(GetId(),IMMUNITY_SCHOOL,m_modifier.m_miscvalue,apply);
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if(Real && apply && GetSpellProto()->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)
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// remove all flag auras (they are positive, but they must be removed when you are immune)
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if( this->GetSpellProto()->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY
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&& this->GetSpellProto()->AttributesEx2 & SPELL_ATTR_EX2_DAMAGE_REDUCED_SHIELD )
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m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
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// TODO: optimalize this cycle - use RemoveAurasWithInterruptFlags call or something else
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if( Real && apply
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&& GetSpellProto()->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY
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&& IsPositiveSpell(GetId()) ) //Only positive immunity removes auras
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{
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{
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if(IsPositiveSpell(GetId())) //Only positive immunity removes auras
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uint32 school_mask = m_modifier.m_miscvalue;
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Unit::AuraMap& Auras = m_target->GetAuras();
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for(Unit::AuraMap::iterator iter = Auras.begin(), next; iter != Auras.end(); iter = next)
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{
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{
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uint32 school_mask = m_modifier.m_miscvalue;
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next = iter;
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Unit::AuraMap& Auras = m_target->GetAuras();
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++next;
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for(Unit::AuraMap::iterator iter = Auras.begin(), next; iter != Auras.end(); iter = next)
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SpellEntry const *spell = iter->second->GetSpellProto();
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if((GetSpellSchoolMask(spell) & school_mask)//Check for school mask
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&& !( spell->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) //Spells unaffected by invulnerability
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&& !iter->second->IsPositive() //Don't remove positive spells
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&& spell->Id != GetId() ) //Don't remove self
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{
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{
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next = iter;
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m_target->RemoveAurasDueToSpell(spell->Id);
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++next;
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if(Auras.empty())
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SpellEntry const *spell = iter->second->GetSpellProto();
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break;
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if((GetSpellSchoolMask(spell) & school_mask)//Check for school mask
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else
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&& !( spell->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) //Spells unaffected by invulnerability
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next = Auras.begin();
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&& !iter->second->IsPositive() //Don't remove positive spells
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&& spell->Id != GetId() ) //Don't remove self
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{
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m_target->RemoveAurasDueToSpell(spell->Id);
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if(Auras.empty())
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break;
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else
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next = Auras.begin();
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}
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}
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}
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}
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}
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}
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}
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@ -5559,8 +5532,10 @@ void Aura::HandleAuraRetainComboPoints(bool apply, bool Real)
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void Aura::HandleModUnattackable( bool Apply, bool Real )
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void Aura::HandleModUnattackable( bool Apply, bool Real )
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{
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{
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if(Real && Apply)
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if(Real && Apply)
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{
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m_target->CombatStop();
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m_target->CombatStop();
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m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
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}
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m_target->ApplyModFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE,Apply);
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m_target->ApplyModFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE,Apply);
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}
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}
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@ -2369,6 +2369,8 @@ void Spell::EffectPowerDrain(uint32 i)
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void Spell::EffectSendEvent(uint32 EffectIndex)
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void Spell::EffectSendEvent(uint32 EffectIndex)
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{
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{
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/* we do not drop a flag by sendevent system, OBSOLETE CODE:
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this code caused crashes
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if (m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->InBattleGround())
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if (m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->InBattleGround())
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{
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{
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BattleGround* bg = ((Player *)m_caster)->GetBattleGround();
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BattleGround* bg = ((Player *)m_caster)->GetBattleGround();
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@ -2377,25 +2379,22 @@ void Spell::EffectSendEvent(uint32 EffectIndex)
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switch(m_spellInfo->Id)
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switch(m_spellInfo->Id)
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{
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{
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case 23333: // Pickup Horde Flag
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case 23333: // Pickup Horde Flag
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/*do not uncomment .
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/*do not uncomment
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
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bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
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sLog.outDebug("Send Event Horde Flag Picked Up");
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sLog.outDebug("Send Event Horde Flag Picked Up");
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break;
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break;
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/* not used :
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case 23334: // Drop Horde Flag
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case 23334: // Drop Horde Flag
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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bg->EventPlayerDroppedFlag((Player*)m_caster);
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bg->EventPlayerDroppedFlag((Player*)m_caster);
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sLog.outDebug("Drop Horde Flag");
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sLog.outDebug("Drop Horde Flag");
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break;
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break;
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*/
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case 23335: // Pickup Alliance Flag
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case 23335: // Pickup Alliance Flag
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/*do not uncomment ... (it will cause crash, because of null targetobject!) anyway this is a bad way to call that event, because it would cause recursion
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/*do not uncomment - it will cause crash, because of null targetobject!
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
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bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
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sLog.outDebug("Send Event Alliance Flag Picked Up");
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sLog.outDebug("Send Event Alliance Flag Picked Up");
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break;
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break;
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/* not used :
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case 23336: // Drop Alliance Flag
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case 23336: // Drop Alliance Flag
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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bg->EventPlayerDroppedFlag((Player*)m_caster);
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bg->EventPlayerDroppedFlag((Player*)m_caster);
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@ -2410,19 +2409,17 @@ void Spell::EffectSendEvent(uint32 EffectIndex)
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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if(bg->GetTypeID()==BATTLEGROUND_WS)
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bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
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bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
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sLog.outDebug("Horde Flag Returned");
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sLog.outDebug("Horde Flag Returned");
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break;*/
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break;
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case 34976:
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case 34976:
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/*
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if(bg->GetTypeID()==BATTLEGROUND_EY)
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if(bg->GetTypeID()==BATTLEGROUND_EY)
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bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
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bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
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*/
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break;
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break;
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default:
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default:
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sLog.outDebug("Unknown spellid %u in BG event", m_spellInfo->Id);
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sLog.outDebug("Unknown spellid %u in BG event", m_spellInfo->Id);
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break;
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break;
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}
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}
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}
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}
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}
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}*/
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sLog.outDebug("Spell ScriptStart %u for spellid %u in EffectSendEvent ", m_spellInfo->EffectMiscValue[EffectIndex], m_spellInfo->Id);
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sLog.outDebug("Spell ScriptStart %u for spellid %u in EffectSendEvent ", m_spellInfo->EffectMiscValue[EffectIndex], m_spellInfo->Id);
|
||||||
sWorld.ScriptsStart(sEventScripts, m_spellInfo->EffectMiscValue[EffectIndex], m_caster, focusObject);
|
sWorld.ScriptsStart(sEventScripts, m_spellInfo->EffectMiscValue[EffectIndex], m_caster, focusObject);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -298,10 +298,6 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
|
||||||
|
|
||||||
switch(spellId)
|
switch(spellId)
|
||||||
{
|
{
|
||||||
case 23333: // BG spell
|
|
||||||
case 23335: // BG spell
|
|
||||||
case 34976: // BG spell
|
|
||||||
return true;
|
|
||||||
case 28441: // not positive dummy spell
|
case 28441: // not positive dummy spell
|
||||||
case 37675: // Chaos Blast
|
case 37675: // Chaos Blast
|
||||||
return false;
|
return false;
|
||||||
|
|
|
||||||
|
|
@ -8245,6 +8245,9 @@ bool Unit::IsImmunedToSpell(SpellEntry const* spellInfo)
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//TODO add spellEffect immunity checks!, player with flag in bg is imune to imunity buffs from other friendly players!
|
||||||
|
//SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_EFFECT];
|
||||||
|
|
||||||
SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_DISPEL];
|
SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_DISPEL];
|
||||||
for(SpellImmuneList::const_iterator itr = dispelList.begin(); itr != dispelList.end(); ++itr)
|
for(SpellImmuneList::const_iterator itr = dispelList.begin(); itr != dispelList.end(); ++itr)
|
||||||
if(itr->type == spellInfo->Dispel)
|
if(itr->type == spellInfo->Dispel)
|
||||||
|
|
|
||||||
|
|
@ -55,31 +55,31 @@ enum SpellChannelInterruptFlags
|
||||||
|
|
||||||
enum SpellAuraInterruptFlags
|
enum SpellAuraInterruptFlags
|
||||||
{
|
{
|
||||||
AURA_INTERRUPT_FLAG_UNK0 = 0x00000001, // 0 removed when getting hit by a negative spell?
|
AURA_INTERRUPT_FLAG_UNK0 = 0x00000001, // 0 removed when getting hit by a negative spell?
|
||||||
AURA_INTERRUPT_FLAG_DAMAGE = 0x00000002, // 1 removed by any damage
|
AURA_INTERRUPT_FLAG_DAMAGE = 0x00000002, // 1 removed by any damage
|
||||||
AURA_INTERRUPT_FLAG_UNK2 = 0x00000004, // 2
|
AURA_INTERRUPT_FLAG_UNK2 = 0x00000004, // 2
|
||||||
AURA_INTERRUPT_FLAG_MOVE = 0x00000008, // 3 removed by any movement
|
AURA_INTERRUPT_FLAG_MOVE = 0x00000008, // 3 removed by any movement
|
||||||
AURA_INTERRUPT_FLAG_TURNING = 0x00000010, // 4 removed by any turning
|
AURA_INTERRUPT_FLAG_TURNING = 0x00000010, // 4 removed by any turning
|
||||||
AURA_INTERRUPT_FLAG_ENTER_COMBAT = 0x00000020, // 5 removed by entering combat
|
AURA_INTERRUPT_FLAG_ENTER_COMBAT = 0x00000020, // 5 removed by entering combat
|
||||||
AURA_INTERRUPT_FLAG_NOT_MOUNTED = 0x00000040, // 6 removed by unmounting
|
AURA_INTERRUPT_FLAG_NOT_MOUNTED = 0x00000040, // 6 removed by unmounting
|
||||||
AURA_INTERRUPT_FLAG_NOT_ABOVEWATER = 0x00000080, // 7 removed by entering water
|
AURA_INTERRUPT_FLAG_NOT_ABOVEWATER = 0x00000080, // 7 removed by entering water
|
||||||
AURA_INTERRUPT_FLAG_NOT_UNDERWATER = 0x00000100, // 8 removed by leaving water
|
AURA_INTERRUPT_FLAG_NOT_UNDERWATER = 0x00000100, // 8 removed by leaving water
|
||||||
AURA_INTERRUPT_FLAG_NOT_SHEATHED = 0x00000200, // 9 removed by unsheathing
|
AURA_INTERRUPT_FLAG_NOT_SHEATHED = 0x00000200, // 9 removed by unsheathing
|
||||||
AURA_INTERRUPT_FLAG_UNK10 = 0x00000400, // 10
|
AURA_INTERRUPT_FLAG_UNK10 = 0x00000400, // 10
|
||||||
AURA_INTERRUPT_FLAG_UNK11 = 0x00000800, // 11
|
AURA_INTERRUPT_FLAG_UNK11 = 0x00000800, // 11
|
||||||
AURA_INTERRUPT_FLAG_UNK12 = 0x00001000, // 12 removed by attack?
|
AURA_INTERRUPT_FLAG_UNK12 = 0x00001000, // 12 removed by attack?
|
||||||
AURA_INTERRUPT_FLAG_UNK13 = 0x00002000, // 13
|
AURA_INTERRUPT_FLAG_UNK13 = 0x00002000, // 13
|
||||||
AURA_INTERRUPT_FLAG_UNK14 = 0x00004000, // 14
|
AURA_INTERRUPT_FLAG_UNK14 = 0x00004000, // 14
|
||||||
AURA_INTERRUPT_FLAG_UNK15 = 0x00008000, // 15 removed by casting a spell?
|
AURA_INTERRUPT_FLAG_UNK15 = 0x00008000, // 15 removed by casting a spell?
|
||||||
AURA_INTERRUPT_FLAG_UNK16 = 0x00010000, // 16
|
AURA_INTERRUPT_FLAG_UNK16 = 0x00010000, // 16
|
||||||
AURA_INTERRUPT_FLAG_MOUNTING = 0x00020000, // 17 removed by mounting
|
AURA_INTERRUPT_FLAG_MOUNTING = 0x00020000, // 17 removed by mounting
|
||||||
AURA_INTERRUPT_FLAG_NOT_SEATED = 0x00040000, // 18 removed by standing up
|
AURA_INTERRUPT_FLAG_NOT_SEATED = 0x00040000, // 18 removed by standing up
|
||||||
AURA_INTERRUPT_FLAG_CHANGE_MAP = 0x00080000, // 19 leaving map/getting teleported
|
AURA_INTERRUPT_FLAG_CHANGE_MAP = 0x00080000, // 19 leaving map/getting teleported
|
||||||
AURA_INTERRUPT_FLAG_IMMUNE_OR_STEALTH = 0x00100000, // 20 removed when player on himself casts immunity spell or vanish?
|
AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION = 0x00100000, // 20 removed by auras that make you invulnerable, or make other to loose selection on you
|
||||||
AURA_INTERRUPT_FLAG_UNK21 = 0x00200000, // 21
|
AURA_INTERRUPT_FLAG_UNK21 = 0x00200000, // 21
|
||||||
AURA_INTERRUPT_FLAG_UNK22 = 0x00400000, // 22
|
AURA_INTERRUPT_FLAG_UNK22 = 0x00400000, // 22
|
||||||
AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT = 0x00800000, // 23 removed by entering pvp combat
|
AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT = 0x00800000, // 23 removed by entering pvp combat
|
||||||
AURA_INTERRUPT_FLAG_DIRECT_DAMAGE = 0x01000000 // 24 removed by any direct damage
|
AURA_INTERRUPT_FLAG_DIRECT_DAMAGE = 0x01000000 // 24 removed by any direct damage
|
||||||
};
|
};
|
||||||
|
|
||||||
enum SpellModOp
|
enum SpellModOp
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
#ifndef __REVISION_NR_H__
|
#ifndef __REVISION_NR_H__
|
||||||
#define __REVISION_NR_H__
|
#define __REVISION_NR_H__
|
||||||
#define REVISION_NR "7522"
|
#define REVISION_NR "7523"
|
||||||
#endif // __REVISION_NR_H__
|
#endif // __REVISION_NR_H__
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue