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[7905] Implement ACTION_T_SET_SHEATH for creature event ai make possibility set ranged fire state.
Also related cleanup code in field cases and player Player::SetSheath.
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10 changed files with 38 additions and 10 deletions
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@ -191,6 +191,8 @@ enum SheathState
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SHEATH_STATE_RANGED = 2 // prepared ranged weapon
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};
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#define MAX_SHEATH_STATE 3
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// byte (1 from 0..3) of UNIT_FIELD_BYTES_2
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enum UnitBytes2_Flags
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{
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@ -918,6 +920,9 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void ApplyAttackTimePercentMod(WeaponAttackType att,float val, bool apply);
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void ApplyCastTimePercentMod(float val, bool apply);
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SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
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virtual void SetSheath( SheathState sheathed ) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
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// faction template id
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uint32 getFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
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void setFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction ); }
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