[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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+6
-4
@@ -140,10 +140,10 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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virtual void Update(const uint32&);
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void MessageBroadcast(Player *, WorldPacket *, bool to_self);
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void MessageBroadcast(WorldObject *, WorldPacket *);
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void MessageDistBroadcast(Player *, WorldPacket *, float dist, bool to_self, bool own_team_only = false);
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void MessageDistBroadcast(WorldObject *, WorldPacket *, float dist);
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void MessageBroadcast(Player *, WorldPacket *, bool to_self, bool to_possessor);
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void MessageBroadcast(WorldObject *, WorldPacket *, bool to_possessor);
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void MessageDistBroadcast(Player *, WorldPacket *, float dist, bool to_self, bool to_possessor, bool own_team_only = false);
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void MessageDistBroadcast(WorldObject *, WorldPacket *, float dist, bool to_possessor);
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void PlayerRelocation(Player *, float x, float y, float z, float angl);
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void CreatureRelocation(Creature *creature, float x, float y, float, float);
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@@ -236,6 +236,8 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
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Creature* GetCreatureInMap(uint64 guid);
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GameObject* GetGameObjectInMap(uint64 guid);
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template<class T> void SwitchGridContainers(T* obj, bool active);
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private:
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void LoadVMap(int pX, int pY);
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void LoadMap(uint32 mapid, uint32 instanceid, int x,int y);
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