Core/Units:
- Implement UNIT_FIELD_HOVERHEIGHT (requires DB data). This field, sent in update object packet, will determine the height at which a creature hovers if it has movementflag_hover applied. Note that hovering will now update the server-sided z-coordinate by the value of this field, and that all subsequent positional updates to the client will need to send z coordinate MINUS the hover height offset, or the hoverheight will be visually doubled client side. - Correct our usage of movementflag_flying, movementflag_can_fly, movementflag_hover and movementflag_disable_gravity (previously levitate), and how they relate to InhabitType in the database. This fixes "flying creatures on steroids" bug (wings flapping too fast), and potentially a lot of visual issues in AI scripts. Note that a lot of scripts still set wrong movementflags, these need to be fixed on a case by case basis. - Send correct packets for SPELL_AURA_FEATHER_FALL, SPELL_AURA_WATER_WALK and SPELL_AURA_HOVER apply/unapply. - Send correct packet contents for movement update in Unit::SetSpeed. - Misc. cleanup in affected scripts.
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@@ -296,7 +296,7 @@ public:
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{
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case EVENT_LIFTOFF:
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me->HandleEmoteCommand(EMOTE_ONESHOT_LIFTOFF);
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me->SetLevitate(true);
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me->SetDisableGravity(true);
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me->SendMovementFlagUpdate();
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events.ScheduleEvent(EVENT_ICEBOLT, 1500);
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iceboltCount = RAID_MODE(2, 3);
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@@ -340,7 +340,7 @@ public:
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return;
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case EVENT_LAND:
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me->HandleEmoteCommand(EMOTE_ONESHOT_LAND);
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me->SetLevitate(false);
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me->SetDisableGravity(false);
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me->SendMovementFlagUpdate();
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events.ScheduleEvent(EVENT_GROUND, 1500);
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return;
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