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[7195] Implement SPELL_AURA_PHASE (261) and basics of phases system work (for player/creatures/pets only)
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7 changed files with 75 additions and 18 deletions
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@ -311,9 +311,9 @@ pAuraHandler AuraHandler[TOTAL_AURAS]=
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&Aura::HandleNULL, //258 SPELL_AURA_MOD_SPELL_VISUAL
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&Aura::HandleNULL, //259 corrupt healing over time spell
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&Aura::HandleNoImmediateEffect, //260 SPELL_AURA_SCREEN_EFFECT (miscvalue = id in ScreenEffect.dbc) not required any code
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&Aura::HandleNULL, //261 out of phase?
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&Aura::HandlePhase, //261 SPELL_AURA_PHASE undetactable invisibility? implemented in Unit::isVisibleForOrDetect
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&Aura::HandleNULL, //262
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&Aura::HandleNULL, //263 SPELL_AURA_ALLOW_ONLY_ABILITY player can use only abilites set in SpellClassMask
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&Aura::HandleNULL, //263 SPELL_AURA_ALLOW_ONLY_ABILITY player can use only abilities set in SpellClassMask
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&Aura::HandleNULL, //264 unused
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&Aura::HandleNULL, //265 unused
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&Aura::HandleNULL, //266 unused
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@ -6568,3 +6568,25 @@ void Aura::HandleAuraConvertRune(bool apply, bool Real)
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}
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}
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}
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void Aura::HandlePhase(bool apply, bool Real)
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{
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// no-phase is also phase state so same code for apply and remove
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// phase auras normaly not expected at BG but anyway better check
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if(Real && m_target->GetTypeId()==TYPEID_PLAYER)
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{
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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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// apply/remove only if not in GM invisibility
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if(m_target->GetVisibility()!=VISIBILITY_OFF)
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{
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// just need triggering visibility update base at aura presence
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m_target->SetVisibility(m_target->GetVisibility());
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}
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}
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