Core/Movement: Prevent dynamic changes of movement flags for charmed creatures

Closes #10075
Closes #10079
This commit is contained in:
Shauren
2013-06-22 13:42:13 +02:00
parent e5a8f6cd98
commit 55fa58af19
4 changed files with 36 additions and 20 deletions
@@ -2586,12 +2586,16 @@ Unit* Creature::SelectNearestHostileUnitInAggroRange(bool useLOS) const
void Creature::UpdateMovementFlags()
{
// Do not update movement flags if creature is controlled by a player (charm/vehicle)
if (m_movedPlayer)
return;
// Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
float ground = GetMap()->GetHeight(GetPositionX(), GetPositionY(), GetPositionZMinusOffset());
bool isInAir = !IsFalling() && (G3D::fuzzyGt(GetPositionZMinusOffset(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZMinusOffset(), ground - 0.05f)); // Can be underground too, prevent the falling
bool isInAir = (G3D::fuzzyGt(GetPositionZMinusOffset(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZMinusOffset(), ground - 0.05f)); // Can be underground too, prevent the falling
if (GetCreatureTemplate()->InhabitType & INHABIT_AIR && isInAir)
if (GetCreatureTemplate()->InhabitType & INHABIT_AIR && isInAir && !IsFalling())
{
if (GetCreatureTemplate()->InhabitType & INHABIT_GROUND)
SetCanFly(true);
@@ -2604,6 +2608,9 @@ void Creature::UpdateMovementFlags()
SetDisableGravity(false);
}
if (!isInAir)
RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
SetSwim(GetCreatureTemplate()->InhabitType & INHABIT_WATER && IsInWater());
}
+21 -1
View File
@@ -17406,9 +17406,19 @@ bool Unit::SetDisableGravity(bool disable, bool /*packetOnly = false*/)
return false;
if (disable)
{
AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
}
else
{
RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);
if (!HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
{
m_movementInfo.SetFallTime(0);
AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
}
}
return true;
}
@@ -17432,9 +17442,19 @@ bool Unit::SetCanFly(bool enable)
return false;
if (enable)
{
AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
}
else
RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
{
RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_MASK_MOVING_FLY);
if (!IsLevitating())
{
m_movementInfo.SetFallTime(0);
AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
}
}
return true;
}
+4
View File
@@ -869,6 +869,10 @@ void WorldSession::ReadMovementInfo(WorldPacket &data, MovementInfo* mi)
!GetPlayer()->m_mover->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED),
MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY);
//! Cannot fly and fall at the same time
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY) && mi->HasMovementFlag(MOVEMENTFLAG_FALLING),
MOVEMENTFLAG_FALLING);
#undef REMOVE_VIOLATING_FLAGS
}
@@ -2558,17 +2558,9 @@ void AuraEffect::HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode
return;
}
//! Not entirely sure if this should be sent for creatures as well, but I don't think so.
if (!apply)
{
target->m_movementInfo.SetFallTime(0);
target->RemoveUnitMovementFlag(MOVEMENTFLAG_MASK_MOVING_FLY);
target->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
}
target->SetCanFly(apply);
if (target->GetTypeId() == TYPEID_UNIT)
if (!apply && target->GetTypeId() == TYPEID_UNIT && !target->IsLevitating())
target->GetMotionMaster()->MoveFall();
}
@@ -2955,16 +2947,9 @@ void AuraEffect::HandleAuraModIncreaseFlightSpeed(AuraApplication const* aurApp,
// do not remove unit flag if there are more than this auraEffect of that kind on unit on unit
if (mode & AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK && (apply || (!target->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !target->HasAuraType(SPELL_AURA_FLY))))
{
if (!apply)
{
target->m_movementInfo.SetFallTime(0);
target->RemoveUnitMovementFlag(MOVEMENTFLAG_MASK_MOVING_FLY);
target->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
}
target->SetCanFly(apply);
if (target->GetTypeId() == TYPEID_UNIT)
if (!apply && target->GetTypeId() == TYPEID_UNIT && !target->IsLevitating())
target->GetMotionMaster()->MoveFall();
}