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Make flying creatures fall on ground when killed.
Fix also fly speed computation for creatures. Signed-off-by: Neo2003 <neo.2003@hotmail.fr>
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parent
8eccdbc046
commit
211f987aa9
4 changed files with 39 additions and 2 deletions
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@ -446,6 +446,11 @@ void Creature::Update(uint32 diff)
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m_regenTimer = 2000;
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break;
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}
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case DEAD_FALLING:
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{
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if (!FallGround())
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setDeathState(JUST_DIED);
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}
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default:
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break;
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}
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@ -1487,6 +1492,9 @@ void Creature::setDeathState(DeathState s)
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if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())
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SaveRespawnTime();
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if (canFly() && FallGround())
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return;
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if(!IsStopped())
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StopMoving();
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}
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@ -1501,6 +1509,9 @@ void Creature::setDeathState(DeathState s)
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if ( LootTemplates_Skinning.HaveLootFor(GetCreatureInfo()->SkinLootId) )
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
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if (canFly() && FallGround())
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return;
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Unit::setDeathState(CORPSE);
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}
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if(s == JUST_ALIVED)
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@ -1520,6 +1531,25 @@ void Creature::setDeathState(DeathState s)
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}
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}
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bool Creature::FallGround()
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{
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// Let's abort after we called this function one time
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if (getDeathState() == DEAD_FALLING)
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return false;
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// Let's do with no vmap because no way to get far distance with vmap high call
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float tz = GetMap()->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), false);
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// Abort too if the ground is very near
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if (fabs(GetPositionZ() - tz) < 0.1f)
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return false;
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Unit::setDeathState(DEAD_FALLING);
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GetMotionMaster()->MovePoint(0, GetPositionX(), GetPositionY(), tz);
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Relocate(GetPositionX(), GetPositionY(), tz);
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return true;
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}
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void Creature::Respawn()
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{
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RemoveCorpse();
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