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[10653] Implemented MSG_MOVE_KNOCK_BACK opcode
* Player's knockback movement now smooth and doesn't looks like teleporting * Cleanup WorldSession::HandleMovementOpcodes, separated opcode specific and generic movement handlers code * Handle Feign Death aura interrupting into more appropriate place
This commit is contained in:
parent
81d3368e29
commit
1871cf977f
6 changed files with 159 additions and 123 deletions
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@ -241,125 +241,27 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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recv_data >> movementInfo;
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/*----------------*/
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// ignore wrong guid (player attempt cheating own session for not own guid possible...)
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if (guid != mover->GetObjectGuid())
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if (!VerifyMovementInfo(movementInfo,guid,mover))
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return;
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if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
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{
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recv_data.rpos(recv_data.wpos()); // prevent warnings spam
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return;
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}
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/* handle special cases */
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if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
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{
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// transports size limited
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// (also received at zeppelin/lift leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
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if( movementInfo.GetTransportPos()->x > 50 || movementInfo.GetTransportPos()->y > 50 || movementInfo.GetTransportPos()->z > 100 )
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{
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recv_data.rpos(recv_data.wpos()); // prevent warnings spam
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return;
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}
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if( !MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x + movementInfo.GetTransportPos()->x, movementInfo.GetPos()->y + movementInfo.GetTransportPos()->y,
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movementInfo.GetPos()->z + movementInfo.GetTransportPos()->z, movementInfo.GetPos()->o + movementInfo.GetTransportPos()->o) )
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{
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recv_data.rpos(recv_data.wpos()); // prevent warnings spam
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return;
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}
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// if we boarded a transport, add us to it
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if (plMover && !plMover->m_transport)
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{
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// elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
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for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
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{
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if ((*iter)->GetObjectGuid() == movementInfo.GetTransportGuid())
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{
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plMover->m_transport = (*iter);
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(*iter)->AddPassenger(plMover);
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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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else if (plMover && plMover->m_transport) // if we were on a transport, leave
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{
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plMover->m_transport->RemovePassenger(plMover);
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plMover->m_transport = NULL;
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movementInfo.ClearTransportData();
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}
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// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
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if (opcode == MSG_MOVE_FALL_LAND && plMover && !plMover->IsTaxiFlying())
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plMover->HandleFall(movementInfo);
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if (plMover && (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater()))
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{
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// now client not include swimming flag in case jumping under water
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plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z) );
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}
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/*----------------------*/
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/* process position-change */
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movementInfo.UpdateTime(getMSTime());
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HandleMoverRelocation(movementInfo,mover,plMover);
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WorldPacket data(opcode, recv_data.size());
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data.appendPackGUID(mover->GetGUID()); // write guid
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movementInfo.Write(data); // write data
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mover->SendMessageToSetExcept(&data, _player);
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if(plMover) // nothing is charmed, or player charmed
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{
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plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
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plMover->m_movementInfo = movementInfo;
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if (plMover)
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plMover->UpdateFallInformationIfNeed(movementInfo, opcode);
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// after move info set
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if ((opcode == MSG_MOVE_SET_WALK_MODE || opcode == MSG_MOVE_SET_RUN_MODE))
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plMover->UpdateWalkMode(plMover, false);
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// after move info set
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if (opcode == MSG_MOVE_SET_WALK_MODE || opcode == MSG_MOVE_SET_RUN_MODE)
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mover->UpdateWalkMode(mover, false);
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if(plMover->isMovingOrTurning())
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plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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if(movementInfo.GetPos()->z < -500.0f)
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{
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if(plMover->InBattleGround()
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&& plMover->GetBattleGround()
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&& plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
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{
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// do nothing, the handle already did if returned true
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}
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else
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{
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// NOTE: this is actually called many times while falling
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// even after the player has been teleported away
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// TODO: discard movement packets after the player is rooted
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if(plMover->isAlive())
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{
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plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, plMover->GetMaxHealth());
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// pl can be alive if GM/etc
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if(!plMover->isAlive())
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{
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// change the death state to CORPSE to prevent the death timer from
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// starting in the next player update
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plMover->KillPlayer();
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plMover->BuildPlayerRepop();
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}
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}
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// cancel the death timer here if started
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plMover->RepopAtGraveyard();
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}
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}
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}
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else // creature charmed
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{
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if(mover->IsInWorld())
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mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
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}
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WorldPacket data(opcode, recv_data.size());
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data << mover->GetPackGUID(); // write guid
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movementInfo.Write(data); // write data
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mover->SendMessageToSetExcept(&data, _player);
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}
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void WorldSession::HandleForceSpeedChangeAckOpcodes(WorldPacket &recv_data)
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@ -513,12 +415,36 @@ void WorldSession::HandleMoveKnockBackAck( WorldPacket & recv_data )
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{
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DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");
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ObjectGuid guid; // guid - unused
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Unit *mover = _player->GetMover();
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Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
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// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
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if(plMover && plMover->IsBeingTeleported())
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{
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recv_data.rpos(recv_data.wpos()); // prevent warnings spam
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return;
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}
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ObjectGuid guid;
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MovementInfo movementInfo;
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recv_data >> guid.ReadAsPacked();
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recv_data >> Unused<uint32>(); // unk
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recv_data >> Unused<uint32>(); // knockback packets counter
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recv_data >> movementInfo;
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if (!VerifyMovementInfo(movementInfo,guid,mover))
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return;
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HandleMoverRelocation(movementInfo, mover, plMover);
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WorldPacket data(MSG_MOVE_KNOCK_BACK, recv_data.size() + 15);
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data << mover->GetPackGUID();
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data << movementInfo;
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data << movementInfo.GetJumpInfo().sinAngle;
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data << movementInfo.GetJumpInfo().cosAngle;
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data << movementInfo.GetJumpInfo().xyspeed;
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data << movementInfo.GetJumpInfo().velocity;
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mover->SendMessageToSetExcept(&data, _player);
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}
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void WorldSession::HandleMoveHoverAck( WorldPacket& recv_data )
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@ -559,3 +485,102 @@ void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data)
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_player->SummonIfPossible(agree);
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}
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bool WorldSession::VerifyMovementInfo(MovementInfo& movementInfo, ObjectGuid& guid, Unit* mover) const
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{
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// ignore wrong guid (player attempt cheating own session for not own guid possible...)
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if (guid != mover->GetObjectGuid())
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return false;
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if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
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return false;
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if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
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{
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// transports size limited
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// (also received at zeppelin/lift leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
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if( movementInfo.GetTransportPos()->x > 50 || movementInfo.GetTransportPos()->y > 50 || movementInfo.GetTransportPos()->z > 100 )
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return false;
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if( !MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x + movementInfo.GetTransportPos()->x, movementInfo.GetPos()->y + movementInfo.GetTransportPos()->y,
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movementInfo.GetPos()->z + movementInfo.GetTransportPos()->z, movementInfo.GetPos()->o + movementInfo.GetTransportPos()->o) )
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{
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return false;
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}
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}
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return true;
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}
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void WorldSession::HandleMoverRelocation(MovementInfo& movementInfo, Unit* mover, Player* plMover)
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{
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movementInfo.UpdateTime(getMSTime());
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if (plMover)
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{
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if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT) && !plMover->m_transport)
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{
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// elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
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for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
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{
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if ((*iter)->GetObjectGuid() == movementInfo.GetTransportGuid())
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{
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plMover->m_transport = (*iter);
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(*iter)->AddPassenger(plMover);
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break;
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}
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}
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}
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else if (plMover->m_transport) // if we were on a transport, leave
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{
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plMover->m_transport->RemovePassenger(plMover);
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plMover->m_transport = NULL;
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movementInfo.ClearTransportData();
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}
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if (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater())
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{
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// now client not include swimming flag in case jumping under water
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plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z) );
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}
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plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
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plMover->m_movementInfo = movementInfo;
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if(movementInfo.GetPos()->z < -500.0f)
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{
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if(plMover->InBattleGround()
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&& plMover->GetBattleGround()
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&& plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
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{
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// do nothing, the handle already did if returned true
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}
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else
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{
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// NOTE: this is actually called many times while falling
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// even after the player has been teleported away
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// TODO: discard movement packets after the player is rooted
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if(plMover->isAlive())
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{
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plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, plMover->GetMaxHealth());
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// pl can be alive if GM/etc
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if(!plMover->isAlive())
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{
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// change the death state to CORPSE to prevent the death timer from
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// starting in the next player update
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plMover->KillPlayer();
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plMover->BuildPlayerRepop();
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}
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}
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// cancel the death timer here if started
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plMover->RepopAtGraveyard();
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}
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}
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}
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else // creature charmed
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{
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if (mover->IsInWorld())
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mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
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}
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}
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