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Fix SMSG_UPDATE_OBJECT, SMSG_DESTROY_OBJECT, and some teleport opcodes
Authors: Strawberry, Trinity, me Signed-off-by: Yaki Khadafi <elsoldollo@gmail.com>
This commit is contained in:
parent
39dda4bc4c
commit
f7cd8ce52a
24 changed files with 578 additions and 390 deletions
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@ -121,18 +121,6 @@ void Object::SendForcedObjectUpdate()
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}
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}
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void Object::BuildMovementUpdateBlock(UpdateData* data, uint16 flags) const
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{
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ByteBuffer buf(500);
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buf << uint8(UPDATETYPE_MOVEMENT);
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buf << GetPackGUID();
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BuildMovementUpdate(&buf, flags);
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data->AddUpdateBlock(buf);
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}
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void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
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{
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if (!target)
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@ -200,7 +188,7 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
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void Object::SendCreateUpdateToPlayer(Player* player)
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{
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// send create update to player
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UpdateData upd;
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UpdateData upd(player->GetMapId());
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WorldPacket packet;
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BuildCreateUpdateBlockForPlayer(&upd, player);
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@ -239,171 +227,263 @@ void Object::DestroyForPlayer(Player* target, bool anim) const
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target->GetSession()->SendPacket(&data);
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}
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void Object::BuildMovementUpdate(ByteBuffer* data, uint16 updateFlags) const
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void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
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{
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// uint16 moveFlags2 = (isType(TYPEMASK_UNIT) ? ((Unit*)this)->m_movementInfo.GetMovementFlags2() : MOVEFLAG2_NONE);
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ObjectGuid Guid = GetObjectGuid();
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*data << uint16(updateFlags); // update flags
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data->WriteBit(false);
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data->WriteBit(false);
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data->WriteBit(updateFlags & UPDATEFLAG_ROTATION);
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data->WriteBit(updateFlags & UPDATEFLAG_ANIM_KITS); // AnimKits
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data->WriteBit(updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET);
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data->WriteBit(updateFlags & UPDATEFLAG_SELF);
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data->WriteBit(updateFlags & UPDATEFLAG_VEHICLE);
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data->WriteBit(updateFlags & UPDATEFLAG_LIVING);
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data->WriteBits(0, 24); // Byte Counter
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data->WriteBit(false);
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data->WriteBit(updateFlags & UPDATEFLAG_POSITION); // flags & UPDATEFLAG_HAS_POSITION Game Object Position
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data->WriteBit(updateFlags & UPDATEFLAG_HAS_POSITION); // Stationary Position
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data->WriteBit(false);
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data->WriteBit(false);
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data->WriteBit(updateFlags & UPDATEFLAG_TRANSPORT);
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// 0x20
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if (updateFlags & UPDATEFLAG_LIVING)
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{
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Unit* unit = ((Unit*)this);
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Unit const* unit = (Unit const*)this;
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if (GetTypeId() == TYPEID_PLAYER)
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bool hasTransport = unit->m_movementInfo.GetTransportGuid();
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bool isSplineEnabled = unit->IsSplineEnabled();
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bool hasPitch = ((unit->m_movementInfo.GetMovementFlags() & (MOVEFLAG_SWIMMING | MOVEFLAG_FLYING)) ||
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(unit->m_movementInfo.GetMovementFlags2() & MOVEFLAG2_ALLOW_PITCHING));
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bool haveFallData = unit->m_movementInfo.GetMovementFlags2() & MOVEFLAG2_INTERP_TURNING;
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bool hasFallDirection = unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_FALLING;
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bool hasElevation = unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE_ELEVATION;
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bool hasOrientation = GetTypeId() != TYPEID_ITEM && GetTypeId() != TYPEID_CONTAINER;
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data->WriteBit(!(unit->m_movementInfo.GetMovementFlags()));
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data->WriteBit(!hasOrientation);
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data->WriteGuidMask<7, 3, 2>(Guid);
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if(unit->m_movementInfo.GetMovementFlags())
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data->WriteBits(unit->m_movementInfo.GetMovementFlags(), 30);
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data->WriteBit(false);
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data->WriteBit(!hasPitch);
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data->WriteBit(isSplineEnabled);
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data->WriteBit(haveFallData);
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data->WriteBit(!hasElevation);
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data->WriteGuidMask<5>(Guid);
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data->WriteBit(hasTransport);
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data->WriteBit(false); // hasTimeStamp == true
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if (hasTransport)
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{
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Player* player = ((Player*)unit);
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if (player->GetTransport())
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player->m_movementInfo.AddMovementFlag(MOVEFLAG_ONTRANSPORT);
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else
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player->m_movementInfo.RemoveMovementFlag(MOVEFLAG_ONTRANSPORT);
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ObjectGuid tGuid = unit->m_movementInfo.GetTransportGuid();
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data->WriteGuidMask<1>(tGuid);
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data->WriteBit(false); // hasTransportTime2 == false
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data->WriteGuidMask<4, 0, 6>(tGuid);
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data->WriteBit(false); // hasTransportTime3 == false
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data->WriteGuidMask<7, 5, 3, 2>(tGuid);
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}
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// Update movement info time
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unit->m_movementInfo.UpdateTime(WorldTimer::getMSTime());
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// Write movement info
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unit->m_movementInfo.Write(*data);
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data->WriteGuidMask<4>(Guid);
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// Unit speeds
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*data << float(unit->GetSpeed(MOVE_WALK));
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*data << float(unit->GetSpeed(MOVE_RUN));
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*data << float(unit->GetSpeed(MOVE_RUN_BACK));
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*data << float(unit->GetSpeed(MOVE_SWIM));
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*data << float(unit->GetSpeed(MOVE_SWIM_BACK));
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*data << float(unit->GetSpeed(MOVE_FLIGHT));
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*data << float(unit->GetSpeed(MOVE_FLIGHT_BACK));
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*data << float(unit->GetSpeed(MOVE_TURN_RATE));
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*data << float(unit->GetSpeed(MOVE_PITCH_RATE));
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if (isSplineEnabled)
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{
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data->WriteBit(true); // writeBits == true
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Movement::PacketBuilder::WriteCreateBits(*unit->movespline, *data);
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}
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// 0x08000000
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if (unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE_ENABLED)
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Movement::PacketBuilder::WriteCreate(*unit->movespline, *data);
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data->WriteGuidMask<6>(Guid);
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if (haveFallData)
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data->WriteBit(hasFallDirection);
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data->WriteGuidMask<0, 1>(Guid);
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data->WriteBit(false); // Unknown 4.3.3
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data->WriteBit(!unit->m_movementInfo.GetMovementFlags2());
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if(unit->m_movementInfo.GetMovementFlags2())
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data->WriteBits(unit->m_movementInfo.GetMovementFlags2(), 12);
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}
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else
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{
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if (updateFlags & UPDATEFLAG_POSITION)
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{
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*data << uint8(0); // unk PGUID!
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*data << float(((WorldObject*)this)->GetPositionX());
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*data << float(((WorldObject*)this)->GetPositionY());
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*data << float(((WorldObject*)this)->GetPositionZ());
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*data << float(((WorldObject*)this)->GetPositionX());
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*data << float(((WorldObject*)this)->GetPositionY());
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*data << float(((WorldObject*)this)->GetPositionZ());
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*data << float(((WorldObject*)this)->GetOrientation());
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if (GetTypeId() == TYPEID_CORPSE)
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*data << float(((WorldObject*)this)->GetOrientation());
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else
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*data << float(0);
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}
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else
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if (updateFlags & UPDATEFLAG_POSITION)
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{
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Unit const* unit = (Unit const*)this;
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ObjectGuid transGuid = unit->m_movementInfo.GetTransportGuid();
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data->WriteGuidMask<5>(transGuid);
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data->WriteBit(false); // Has GO transport time 3 == false
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data->WriteGuidMask<0, 3, 6, 1, 4, 2>(transGuid);
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data->WriteBit(false); // Has GO transport time 2 == false
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data->WriteGuidMask<7>(transGuid);
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}
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if (updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET)
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{
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ObjectGuid guid;
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if (Unit *victim = ((Unit*)this)->getVictim())
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guid = victim->GetObjectGuid();
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data->WriteGuidMask<2, 7, 0, 4, 5, 6, 1, 3>(guid);
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}
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if (updateFlags & UPDATEFLAG_ANIM_KITS)
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{
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data->WriteBit(true); // hasAnimKit0 == false
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data->WriteBit(true); // hasAnimKit1 == false
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data->WriteBit(true); // hasAnimKit2 == false
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}
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data->FlushBits();
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if (updateFlags & UPDATEFLAG_LIVING)
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{
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Unit const* unit = (Unit const*)this;
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bool hasTransport = unit->m_movementInfo.GetTransportGuid();
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bool isSplineEnabled = unit->IsSplineEnabled();
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bool hasPitch = ((unit->m_movementInfo.GetMovementFlags() & (MOVEFLAG_SWIMMING | MOVEFLAG_FLYING)) ||
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(unit->m_movementInfo.GetMovementFlags2() & MOVEFLAG2_ALLOW_PITCHING));
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bool hasFallData = unit->m_movementInfo.GetMovementFlags2() & MOVEFLAG2_INTERP_TURNING;
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bool hasFallDirection = unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_FALLING;
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bool hasElevation = unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE_ELEVATION;
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bool hasOrientation = GetTypeId() != TYPEID_ITEM && GetTypeId() != TYPEID_CONTAINER;
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data->WriteGuidBytes<4>(Guid);
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*data << unit->GetSpeed(MOVE_RUN_BACK);
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if (hasFallData)
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{
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// 0x40
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if (updateFlags & UPDATEFLAG_HAS_POSITION)
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if (hasFallDirection)
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{
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// 0x02
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if (updateFlags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
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{
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*data << float(0);
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*data << float(0);
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*data << float(0);
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*data << float(((WorldObject*)this)->GetOrientation());
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}
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else
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{
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*data << float(((WorldObject*)this)->GetPositionX());
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*data << float(((WorldObject*)this)->GetPositionY());
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*data << float(((WorldObject*)this)->GetPositionZ());
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*data << float(((WorldObject*)this)->GetOrientation());
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}
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*data << (float)unit->m_movementInfo.GetJumpInfo().cosAngle;
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*data << (float)unit->m_movementInfo.GetJumpInfo().xyspeed;
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*data << (float)unit->m_movementInfo.GetJumpInfo().sinAngle;
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}
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}
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}
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// 0x8
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if (updateFlags & UPDATEFLAG_LOWGUID)
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{
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switch (GetTypeId())
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*data << (uint32)unit->m_movementInfo.GetFallTime();
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*data << (float)unit->m_movementInfo.GetJumpInfo().velocity;
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}
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*data << unit->GetSpeed(MOVE_SWIM_BACK);
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if (hasElevation)
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*data << unit->m_movementInfo.GetSplineElevation();
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if (isSplineEnabled)
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Movement::PacketBuilder::WriteCreateBytes(*unit->movespline, *data);
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*data << unit->GetPositionZ();
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data->WriteGuidBytes<5>(Guid);
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if (hasTransport)
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{
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case TYPEID_OBJECT:
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case TYPEID_ITEM:
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case TYPEID_CONTAINER:
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case TYPEID_GAMEOBJECT:
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case TYPEID_DYNAMICOBJECT:
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case TYPEID_CORPSE:
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*data << uint32(GetGUIDLow()); // GetGUIDLow()
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break;
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case TYPEID_UNIT:
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*data << uint32(0x0000000B); // unk, can be 0xB or 0xC
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break;
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case TYPEID_PLAYER:
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if (updateFlags & UPDATEFLAG_SELF)
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*data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
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else
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*data << uint32(0x00000008); // unk, can be 0x7 or 0x8
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break;
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default:
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*data << uint32(0x00000000); // unk
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break;
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ObjectGuid tGuid = unit->m_movementInfo.GetTransportGuid();
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uint8 guidBytes[] = { 5, 7, 3, 0, 1, 6, 2, 4 };
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data->WriteGuidBytes<5, 7>(tGuid);
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*data << unit->m_movementInfo.GetTransportTime();
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*data << unit->m_movementInfo.GetTransportPos()->o;
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//if (hasTransportTime2)
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// *data << uint32(...);
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*data << unit->m_movementInfo.GetTransportPos()->y;
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*data << unit->m_movementInfo.GetTransportPos()->x;
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data->WriteGuidBytes<3>(tGuid);
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*data << unit->m_movementInfo.GetTransportPos()->z;
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data->WriteGuidBytes<0>(tGuid);
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//if (hasTransportTime3)
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// *data << uint32(...);
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*data << unit->m_movementInfo.GetTransportSeat();
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data->WriteGuidBytes<1, 6, 2, 4>(tGuid);
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}
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*data << unit->GetPositionX();
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*data << unit->GetSpeed(MOVE_PITCH_RATE);
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data->WriteGuidBytes<3, 0>(Guid);
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*data << unit->GetSpeed(MOVE_SWIM);
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*data << unit->GetPositionY();
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data->WriteGuidBytes<7, 1, 2>(Guid);
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*data << unit->GetSpeed(MOVE_WALK);
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*data << uint32(WorldTimer::getMSTime());
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*data << unit->GetSpeed(MOVE_FLIGHT_BACK);
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data->WriteGuidBytes<6>(Guid);
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*data << unit->GetSpeed(MOVE_TURN_RATE);
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if (hasOrientation)
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*data << unit->GetOrientation();
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*data << unit->GetSpeed(MOVE_RUN);
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if(hasPitch)
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*data << unit->m_movementInfo.GetPitch();
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*data << unit->GetSpeed(MOVE_FLIGHT);
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}
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// 0x10
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if (updateFlags & UPDATEFLAG_HIGHGUID)
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{
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switch (GetTypeId())
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{
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case TYPEID_OBJECT:
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case TYPEID_ITEM:
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case TYPEID_CONTAINER:
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case TYPEID_GAMEOBJECT:
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case TYPEID_DYNAMICOBJECT:
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case TYPEID_CORPSE:
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*data << uint32(GetObjectGuid().GetHigh()); // GetGUIDHigh()
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break;
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case TYPEID_UNIT:
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*data << uint32(0x0000000B); // unk, can be 0xB or 0xC
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break;
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case TYPEID_PLAYER:
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if (updateFlags & UPDATEFLAG_SELF)
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*data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
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else
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*data << uint32(0x00000008); // unk, can be 0x7 or 0x8
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break;
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default:
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*data << uint32(0x00000000); // unk
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break;
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}
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}
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// 0x4
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if (updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET) // packed guid (current target guid)
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{
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if (((Unit*)this)->getVictim())
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*data << ((Unit*)this)->getVictim()->GetPackGUID();
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else
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data->appendPackGUID(0);
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}
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// 0x2
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if (updateFlags & UPDATEFLAG_TRANSPORT)
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{
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*data << uint32(WorldTimer::getMSTime()); // ms time
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}
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// 0x80
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if (updateFlags & UPDATEFLAG_VEHICLE)
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{
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*data << uint32(((Unit*)this)->GetVehicleInfo()->GetEntry()->m_ID); // vehicle id
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*data << float(((WorldObject*)this)->GetOrientation());
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*data << uint32(((Unit*)this)->GetVehicleInfo()->GetEntry()->m_ID); // vehicle id
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}
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// 0x200
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if (updateFlags & UPDATEFLAG_ROTATION)
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if (updateFlags & UPDATEFLAG_POSITION)
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{
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*data << int64(((GameObject*)this)->GetPackedWorldRotation());
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Unit const* unit = (Unit const*)this;
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ObjectGuid transGuid = unit->m_movementInfo.GetTransportGuid();
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data->WriteGuidMask<0, 5>(transGuid);
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//if (hasGoTransportTime3)
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// *data << uint32(...);
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data->WriteGuidMask<3>(transGuid);
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*data << float(unit->m_movementInfo.GetTransportPos()->x);
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data->WriteGuidMask<4, 6, 1>(transGuid);
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*data << uint32(unit->m_movementInfo.GetTransportTime());
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*data << float(unit->m_movementInfo.GetTransportPos()->y);
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data->WriteGuidMask<2, 7>(transGuid);
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*data << float(unit->m_movementInfo.GetTransportPos()->z);
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*data << int8(unit->m_movementInfo.GetTransportSeat());
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*data << float(unit->m_movementInfo.GetTransportPos()->o);
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//if (hasGoTransportTime2)
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// *data << uint32(...);
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}
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if(updateFlags & UPDATEFLAG_ROTATION)
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*data << int64(((GameObject*)this)->GetPackedWorldRotation());
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if (updateFlags & UPDATEFLAG_HAS_POSITION)
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{
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*data << ((WorldObject*)this)->GetOrientation();
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*data << ((WorldObject*)this)->GetPositionX();
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*data << ((WorldObject*)this)->GetPositionY();
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*data << ((WorldObject*)this)->GetPositionZ();
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}
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if (updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET)
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{
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ObjectGuid guid;
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if (Unit* victim = ((Unit*)this)->getVictim())
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guid = victim->GetObjectGuid();
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data->WriteGuidBytes<4, 0, 3, 5, 7, 6, 2, 1>(guid);
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}
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//if (updateFlags & UPDATEFLAG_ANIM_KITS)
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// *data << uint16(0) << uint16(0) << uint16(0);
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if(updateFlags & UPDATEFLAG_TRANSPORT)
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*data << uint32(WorldTimer::getMSTime());
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}
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void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* updateMask, Player* target) const
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@ -905,7 +985,7 @@ void Object::BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_play
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if (iter == update_players.end())
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{
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std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert(UpdateDataMapType::value_type(pl, UpdateData()));
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std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert(UpdateDataMapType::value_type(pl, UpdateData(pl->GetMapId())));
|
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MANGOS_ASSERT(p.second);
|
||||
iter = p.first;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue