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Implemented Phase Definitions, Terrainswap and multiphasing
* fixes cataclysm aura effect SPELL_AURA_PHASE without phasemasks defined in miscValueA NOTE: - Need some more test and feedback! Thanks to: - Naios: Main Author - Cyberbrest: For the hard research work about multiphasing. - Venugh: He helped me with a lot of strange compile Errors. - Shauren: For the 4.3.4 phaseshift packet. - Booksize: He showed me how terrainswap works - Zakamurite: For Backporting some to MaNGOS - All other Author
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29 changed files with 418 additions and 210 deletions
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@ -31,6 +31,7 @@
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#include "ObjectMgr.h"
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#include "ObjectGuid.h"
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#include "SpellMgr.h"
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#include "PhaseMgr.h"
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bool ChatHandler::HandleDebugSendSpellFailCommand(char* args)
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{
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@ -666,15 +667,34 @@ bool ChatHandler::HandleDebugSendSetPhaseShiftCommand(char* args)
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if (!*args)
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return false;
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char* m = strtok((char*)args, " ");
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char* t = strtok((char*)args, " ");
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char* p = strtok(NULL, " ");
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uint16 MapId = atoi(m);
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uint32 PhaseShift = atoi(p);
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m_session->SendSetPhaseShift(PhaseShift, MapId);
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if (!t)
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return false;
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std::set<uint32> terrainswap;
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std::set<uint32> phaseId;
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terrainswap.insert((uint32)atoi(t));
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if (p)
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phaseId.insert((uint32)atoi(p));
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m_session->SendSetPhaseShift(phaseId, terrainswap);
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return true;
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}
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bool ChatHandler::HandleDebugPhaseCommand(char* args)
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{
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Player* player = getSelectedPlayer();
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if (!player)
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player = m_session->GetPlayer();
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player->GetPhaseMgr()->SendDebugReportToPlayer(m_session->GetPlayer());
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return true;
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}
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// show animation
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bool ChatHandler::HandleDebugAnimCommand(char* args)
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{
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