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[8077] Resolve mixed store and use 2 different flags values types in single field.
* Create new monster move field in Creature class and use it in all cases when expected use MONSTER_MOVE_* flags. * Store and use MOVEMENTFLAG_* values in field in MovementInfo structure of Player class. * Cleanups and fix related code. NOTE: DB in creature_addon store values similar MONSTER_MOVE_* flags, scritps also expected set only this flags.
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00fc1d7593
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21a6a26386
24 changed files with 215 additions and 201 deletions
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@ -449,9 +449,6 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
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m_summon_y = 0.0f;
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m_summon_z = 0.0f;
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//Default movement to run mode
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m_unit_movement_flags = 0;
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m_mover = this;
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m_miniPet = 0;
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@ -1623,7 +1620,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
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}
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// reset movement flags at teleport, because player will continue move with these flags after teleport
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m_movementInfo.flags = 0;
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m_movementInfo.SetMovementFlags(MOVEMENTFLAG_NONE);
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if ((GetMapId() == mapid) && (!m_transport))
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{
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@ -17970,7 +17967,7 @@ void Player::SendInitialPacketsBeforeAddToMap()
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// set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
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if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
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m_movementInfo.flags |= MOVEMENTFLAG_FLYING2;
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m_movementInfo.AddMovementFlag(MOVEMENTFLAG_FLYING2);
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m_mover = this;
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}
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@ -20321,3 +20318,18 @@ void Player::SendClearCooldown( uint32 spell_id, Unit* target )
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data << uint64(target->GetGUID());
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SendDirectMessage(&data);
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}
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void Player::BuildTeleportAckMsg( WorldPacket *data, float x, float y, float z, float ang ) const
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{
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data->Initialize(MSG_MOVE_TELEPORT_ACK, 41);
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data->append(GetPackGUID());
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*data << uint32(0); // this value increments every time
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*data << uint32(m_movementInfo.GetMovementFlags()); // movement flags
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*data << uint16(0); // 2.3.0
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*data << uint32(getMSTime()); // time
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*data << x;
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*data << y;
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*data << z;
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*data << ang;
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*data << uint32(0);
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}
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