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[10620] Fixed MSG_MOVE_HEARTBEAT structure.
Thx Wojta for pointing. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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parent
811a86baf5
commit
3c6d5e985f
4 changed files with 14 additions and 31 deletions
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@ -70,14 +70,12 @@ HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff
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owner.AddSplineFlag(SPLINEFLAG_WALKMODE);
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// restore orientation of not moving creature at returning to home
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if(owner.GetDefaultMovementType()==IDLE_MOTION_TYPE)
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if (owner.GetDefaultMovementType() == IDLE_MOTION_TYPE)
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{
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if(CreatureData const* data = sObjectMgr.GetCreatureData(owner.GetDBTableGUIDLow()))
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if (CreatureData const* data = sObjectMgr.GetCreatureData(owner.GetDBTableGUIDLow()))
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{
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owner.SetOrientation(data->orientation);
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WorldPacket packet;
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owner.BuildHeartBeatMsg(&packet);
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owner.SendMessageToSet(&packet, false);
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owner.SendHeartBeat(false);
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}
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}
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@ -432,22 +432,12 @@ void Unit::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTim
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SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, flags, transitTime, player);
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}
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void Unit::BuildHeartBeatMsg(WorldPacket *data) const
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void Unit::SendHeartBeat(bool toSelf)
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{
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MovementFlags move_flags = GetTypeId()==TYPEID_PLAYER
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? ((Player const*)this)->m_movementInfo.GetMovementFlags()
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: MOVEFLAG_NONE;
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data->Initialize(MSG_MOVE_HEARTBEAT, 32);
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*data << GetPackGUID();
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*data << uint32(move_flags); // 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 << float(GetPositionX());
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*data << float(GetPositionY());
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*data << float(GetPositionZ());
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*data << float(GetOrientation());
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*data << uint32(0);
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WorldPacket data(MSG_MOVE_HEARTBEAT, 64);
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data << GetPackGUID();
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data << m_movementInfo;
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SendMessageToSet(&data, toSelf);
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}
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void Unit::resetAttackTimer(WeaponAttackType type)
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@ -3694,9 +3684,7 @@ void Unit::SetFacingTo(float ori, bool bToSelf /*= false*/)
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SetOrientation(ori);
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// and client
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WorldPacket data;
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BuildHeartBeatMsg(&data);
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SendMessageToSet(&data, bToSelf);
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SendHeartBeat(bToSelf);
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}
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// Consider move this to Creature:: since only creature appear to be able to use this
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@ -9822,9 +9810,7 @@ void Unit::StopMoving()
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SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), SPLINETYPE_STOP, GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : SPLINEFLAG_NONE, 0);
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// update position and orientation for near players
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WorldPacket data;
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BuildHeartBeatMsg(&data);
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SendMessageToSet(&data, false);
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SendHeartBeat(false);
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}
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void Unit::SetFeared(bool apply, uint64 const& casterGUID, uint32 spellID, uint32 time)
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@ -10398,9 +10384,8 @@ void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool ca
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GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation);
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WorldPacket data;
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BuildHeartBeatMsg(&data);
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SendMessageToSet(&data, false);
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SendHeartBeat(false);
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// finished relocation, movegen can different from top before creature relocation,
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// but apply Reset expected to be safe in any case
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if (!c->GetMotionMaster()->empty())
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@ -1464,7 +1464,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void SendThreatRemove(HostileReference* pHostileReference);
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void SendThreatUpdate();
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void BuildHeartBeatMsg( WorldPacket *data ) const;
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void SendHeartBeat(bool toSelf);
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virtual void MoveOutOfRange(Player &) { };
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10619"
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#define REVISION_NR "10620"
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#endif // __REVISION_NR_H__
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