Core/Movement:
- Don't abort relocation if movementflag restrictions were violated. There might be lag between client and server and even different parts of the core that made this approach improper. - MOVEMENTFLAG_ROOT cannot be used in conjunction with MOVEMENTFLAG_MASK_MOVING, but it's a valid flag to receive from client. - Fix falling to ground when unapplying fly/waterwalk aura. NOTE: This is a client-side initiated fall, in the future this should be initiated and updated by the server. (Working on it) - Rename MOVEMENTFLAG_FALLING to MOVEMENTFLAG_FALLING_FAR - Rename MOVEMENTFLAG_JUMPING to MOVEMENTFLAG_FALLING Closes #5751
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@@ -17117,7 +17117,7 @@ void Unit::BuildMovementPacket(ByteBuffer *data) const
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*data << (uint32)m_movementInfo.fallTime;
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// 0x00001000
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if (GetUnitMovementFlags() & MOVEMENTFLAG_JUMPING)
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if (GetUnitMovementFlags() & MOVEMENTFLAG_FALLING)
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{
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*data << (float)m_movementInfo.j_zspeed;
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*data << (float)m_movementInfo.j_sinAngle;
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