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.
This commit is contained in:
Machiavelli
2012-03-12 00:53:45 +01:00
parent 5ca27f40cc
commit 03a24a84e4
74 changed files with 489 additions and 384 deletions
@@ -296,7 +296,7 @@ public:
{
case EVENT_LIFTOFF:
me->HandleEmoteCommand(EMOTE_ONESHOT_LIFTOFF);
me->SetLevitate(true);
me->SetDisableGravity(true);
me->SendMovementFlagUpdate();
events.ScheduleEvent(EVENT_ICEBOLT, 1500);
iceboltCount = RAID_MODE(2, 3);
@@ -340,7 +340,7 @@ public:
return;
case EVENT_LAND:
me->HandleEmoteCommand(EMOTE_ONESHOT_LAND);
me->SetLevitate(false);
me->SetDisableGravity(false);
me->SendMovementFlagUpdate();
events.ScheduleEvent(EVENT_GROUND, 1500);
return;