[svn] Implemented player on player and player on creature possession:
* Implemented packet and vision forwarding through possessed units * Added new OnPossess script call alerting scripts on when possession is applied/removed * Moved fall damage and fall under map calculations into the Player class * Added new PossessedAI that is applied only while possession on creature is active * Implemented summon possessed spell effect * Fixed Eyes of the Beast --HG-- branch : trunk
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@@ -395,6 +395,7 @@ typedef std::map<uint32,time_t> CreatureSpellCooldowns;
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class TRINITY_DLL_SPEC Creature : public Unit
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{
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CreatureAI *i_AI;
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CreatureAI *i_AI_possessed;
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public:
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@@ -455,9 +456,11 @@ class TRINITY_DLL_SPEC Creature : public Unit
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bool IsInEvadeMode() const;
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bool AIM_Initialize();
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void InitPossessedAI();
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void DeletePossessedAI();
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void AI_SendMoveToPacket(float x, float y, float z, uint32 time, uint32 MovementFlags, uint8 type);
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CreatureAI* AI() { return i_AI; }
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CreatureAI* AI() { return isPossessed() && i_AI_possessed ? i_AI_possessed : i_AI; }
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uint32 GetShieldBlockValue() const //dunno mob block value
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{
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