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[11044] Make EffectDistract implementation less hacky
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parent
0f70e9a79c
commit
9bc37afa28
3 changed files with 8 additions and 18 deletions
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@ -4583,26 +4583,17 @@ void Spell::EffectDistract(SpellEffectIndex /*eff_idx*/)
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return;
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return;
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// target must be OK to do this
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// target must be OK to do this
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if( unitTarget->hasUnitState(UNIT_STAT_CAN_NOT_REACT) )
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if (unitTarget->hasUnitState(UNIT_STAT_CAN_NOT_REACT))
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return;
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return;
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float angle = unitTarget->GetAngle(m_targets.m_destX, m_targets.m_destY);
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float angle = unitTarget->GetAngle(m_targets.m_destX, m_targets.m_destY);
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if ( unitTarget->GetTypeId() == TYPEID_PLAYER )
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unitTarget->clearUnitState(UNIT_STAT_MOVING);
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{
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unitTarget->SetOrientation(angle);
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// For players just turn them
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unitTarget->SendMonsterMove(unitTarget->GetPositionX(), unitTarget->GetPositionY(), unitTarget->GetPositionZ(), SPLINETYPE_FACINGANGLE, SPLINEFLAG_WALKMODE, 0, NULL, angle);
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WorldPacket data;
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((Player*)unitTarget)->BuildTeleportAckMsg(&data, unitTarget->GetPositionX(), unitTarget->GetPositionY(), unitTarget->GetPositionZ(), angle);
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if (unitTarget->GetTypeId() == TYPEID_UNIT)
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((Player*)unitTarget)->GetSession()->SendPacket( &data );
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((Player*)unitTarget)->SetPosition(unitTarget->GetPositionX(), unitTarget->GetPositionY(), unitTarget->GetPositionZ(), angle, false);
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}
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else
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{
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// Set creature Distracted, Stop it, And turn it
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unitTarget->SetOrientation(angle);
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unitTarget->StopMoving();
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unitTarget->GetMotionMaster()->MoveDistract(damage * IN_MILLISECONDS);
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unitTarget->GetMotionMaster()->MoveDistract(damage * IN_MILLISECONDS);
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}
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}
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}
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void Spell::EffectPickPocket(SpellEffectIndex /*eff_idx*/)
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void Spell::EffectPickPocket(SpellEffectIndex /*eff_idx*/)
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@ -364,7 +364,6 @@ bool Unit::haveOffhandWeapon() const
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void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineType type, SplineFlags flags, uint32 Time, Player* player, ...)
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void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineType type, SplineFlags flags, uint32 Time, Player* player, ...)
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{
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{
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va_list vargs;
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va_list vargs;
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va_start(vargs,player);
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va_start(vargs,player);
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@ -395,7 +394,7 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineTy
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case SPLINETYPE_FACINGTARGET:
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case SPLINETYPE_FACINGTARGET:
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data << uint64(va_arg(vargs,uint64));
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data << uint64(va_arg(vargs,uint64));
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break;
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break;
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case SPLINETYPE_FACINGANGLE: // not used currently
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case SPLINETYPE_FACINGANGLE:
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data << float(va_arg(vargs,double)); // facing angle
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data << float(va_arg(vargs,double)); // facing angle
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break;
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break;
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}
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}
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11043"
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#define REVISION_NR "11044"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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