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Cleanup code for UNIT_FIELD_BYTES_1 parts.
Move defines to Unit (values can be used with creatures) Better gameobject barber chairs check at loading.
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10 changed files with 75 additions and 76 deletions
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@ -2371,7 +2371,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
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// cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
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RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
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SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
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RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
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RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
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// restore if need some important flags
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@ -3814,7 +3814,8 @@ void Player::BuildPlayerRepop()
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SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
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SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
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// set and clear other
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SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
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}
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void Player::SendDelayResponse(const uint32 ml_seconds)
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@ -15479,9 +15480,9 @@ void Player::SaveToDB()
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uint32 tmp_displayid = GetDisplayId();
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// Set player sit state to standing on save, also stealth and shifted form
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SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
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SetStandState(UNIT_STAND_STATE_STAND); // stand state
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RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // stand flags?
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SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
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SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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SetDisplayId(GetNativeDisplayId());
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