*More updates to Rate.MoveSpeed, thanks megamage
--HG-- branch : trunk
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+13
-5
@@ -68,6 +68,17 @@ float baseMoveSpeed[MAX_MOVE_TYPE] =
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4.5f, // MOVE_FLIGHT_BACK
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3.14f // MOVE_PITCH_RATE
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};
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float playerBaseMoveSpeed[MAX_MOVE_TYPE] = {
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2.5f, // MOVE_WALK
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7.0f, // MOVE_RUN
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3.0f, // MOVE_RUN_BACK
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4.722222f, // MOVE_SWIM
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4.5f, // MOVE_SWIM_BACK
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3.141594f, // MOVE_TURN_RATE
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7.0f, // MOVE_FLIGHT
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4.5f, // MOVE_FLIGHT_BACK
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3.14f // MOVE_PITCH_RATE
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};
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// Used for prepare can/can`t triggr aura
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static bool InitTriggerAuraData();
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@@ -10860,7 +10871,7 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced)
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non_stack_bonus = (100.0 + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK))/100.0f;
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// Update speed for vehicle if avalible
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// Update speed for vehicle if available
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if (GetTypeId()==TYPEID_PLAYER && GetVehicle())
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GetVehicleBase()->UpdateSpeed(MOVE_FLIGHT, true);
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break;
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@@ -10890,7 +10901,7 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced)
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if(int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED))
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{
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// Use speed from aura
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float max_speed = normalization / baseMoveSpeed[mtype];
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float max_speed = normalization / (IsControlledByPlayer() ? playerBaseMoveSpeed[mtype] : baseMoveSpeed[mtype]);
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if (speed > max_speed)
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speed = max_speed;
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}
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@@ -10900,9 +10911,6 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced)
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break;
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}
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// Only players and pets should get speed increase from Rate.MoveSpeed
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if(GetTypeId() != TYPEID_PLAYER && GetOwner()->GetTypeId() != TYPEID_PLAYER) speed /= sWorld.getRate(RATE_MOVESPEED);
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// Apply strongest slow aura mod to speed
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int32 slow = GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED);
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if (slow)
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@@ -481,6 +481,7 @@ enum UnitMoveType
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#define MAX_MOVE_TYPE 9
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extern float baseMoveSpeed[MAX_MOVE_TYPE];
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extern float playerBaseMoveSpeed[MAX_MOVE_TYPE];
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enum WeaponAttackType
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{
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+1
-1
@@ -524,7 +524,7 @@ void World::LoadConfigSettings(bool reload)
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sLog.outError("Rate.MoveSpeed (%f) must be > 0. Using 1 instead.",rate_values[RATE_MOVESPEED]);
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rate_values[RATE_MOVESPEED] = 1.0f;
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}
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for(uint8 i = 0; i < MAX_MOVE_TYPE; ++i) baseMoveSpeed[i] *= rate_values[RATE_MOVESPEED];
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for(uint8 i = 0; i < MAX_MOVE_TYPE; ++i) playerBaseMoveSpeed[i] = baseMoveSpeed[i] * rate_values[RATE_MOVESPEED];
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rate_values[RATE_CORPSE_DECAY_LOOTED] = sConfig.GetFloatDefault("Rate.Corpse.Decay.Looted",0.5f);
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rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] = sConfig.GetFloatDefault("TargetPosRecalculateRange",1.5f);
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@@ -1259,7 +1259,7 @@ Visibility.Distance.Grey.Object = 10
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# Default: 1
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#
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# Rate.MoveSpeed
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# Multiply the default movement speed for players and their pets.
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# Multiply the default movement speed for players, and whatever they're controlling.
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# Default: 1 - no change
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# 1.4 - 40% increase
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#
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