Core/Vehicles: Remove now unused variables and apply codestyle in Vehicle class
This commit is contained in:
@@ -16800,7 +16800,7 @@ bool Unit::CheckPlayerCondition(Player* pPlayer)
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bool Unit::HandleSpellClick(Unit* clicker, int8 seatId)
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{
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bool success = false;
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uint32 spellClickEntry = GetVehicleKit() ? GetVehicleKit()->m_creatureEntry : GetEntry();
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uint32 spellClickEntry = GetVehicleKit() ? GetVehicleKit()->GetCreatureEntry() : GetEntry();
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SpellClickInfoMapBounds clickPair = sObjectMgr->GetSpellClickInfoMapBounds(spellClickEntry);
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for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
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{
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@@ -17280,7 +17280,7 @@ void Unit::OutDebugInfo() const
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if (IsVehicle())
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{
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sLog->outStringInLine("Passenger List: ");
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for (SeatMap::iterator itr = GetVehicleKit()->m_Seats.begin(); itr != GetVehicleKit()->m_Seats.end(); ++itr)
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for (SeatMap::iterator itr = GetVehicleKit()->Seats.begin(); itr != GetVehicleKit()->Seats.end(); ++itr)
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if (Unit* passenger = ObjectAccessor::GetUnit(*GetVehicleBase(), itr->second.passenger))
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sLog->outStringInLine(UI64FMTD", ", passenger->GetGUID());
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sLog->outString();
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@@ -27,16 +27,16 @@
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#include "CreatureAI.h"
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#include "ZoneScript.h"
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Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : me(unit), m_vehicleInfo(vehInfo), m_usableSeatNum(0), m_bonusHP(0), m_creatureEntry(creatureEntry)
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Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : _me(unit), _vehicleInfo(vehInfo), _usableSeatNum(0), m_bonusHP(0), _creatureEntry(creatureEntry)
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{
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for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i)
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{
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if (uint32 seatId = m_vehicleInfo->m_seatID[i])
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if (uint32 seatId = _vehicleInfo->m_seatID[i])
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if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId))
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{
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m_Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
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if (veSeat->CanEnterOrExit())
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++m_usableSeatNum;
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++_usableSeatNum;
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}
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}
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@@ -51,21 +51,21 @@ Vehicle::~Vehicle()
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void Vehicle::Install()
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{
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if (Creature* creature = me->ToCreature())
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if (Creature* creature = _me->ToCreature())
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{
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switch (m_vehicleInfo->m_powerType)
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switch (_vehicleInfo->m_powerType)
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{
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case POWER_STEAM:
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case POWER_HEAT:
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case POWER_BLOOD:
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case POWER_OOZE:
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case POWER_WRATH:
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me->setPowerType(POWER_ENERGY);
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me->SetMaxPower(POWER_ENERGY, 100);
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_me->setPowerType(POWER_ENERGY);
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_me->SetMaxPower(POWER_ENERGY, 100);
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break;
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case POWER_PYRITE:
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me->setPowerType(POWER_ENERGY);
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me->SetMaxPower(POWER_ENERGY, 50);
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_me->setPowerType(POWER_ENERGY);
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_me->SetMaxPower(POWER_ENERGY, 50);
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break;
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default:
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for (uint32 i = 0; i < MAX_SPELL_VEHICLE; ++i)
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@@ -79,8 +79,8 @@ void Vehicle::Install()
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if (spellInfo->powerType == POWER_ENERGY)
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{
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me->setPowerType(POWER_ENERGY);
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me->SetMaxPower(POWER_ENERGY, 100);
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_me->setPowerType(POWER_ENERGY);
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_me->SetMaxPower(POWER_ENERGY, 100);
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break;
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}
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}
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@@ -108,7 +108,7 @@ void Vehicle::InstallAllAccessories(bool evading)
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void Vehicle::Uninstall()
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{
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Uninstall Entry: %u, GuidLow: %u", m_creatureEntry, me->GetGUIDLow());
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Uninstall Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
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RemoveAllPassengers();
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if (GetBase()->GetTypeId() == TYPEID_UNIT)
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@@ -117,18 +117,18 @@ void Vehicle::Uninstall()
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void Vehicle::Reset(bool evading /*= false*/)
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{
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Reset Entry: %u, GuidLow: %u", m_creatureEntry, me->GetGUIDLow());
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if (me->GetTypeId() == TYPEID_PLAYER)
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Reset Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
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if (_me->GetTypeId() == TYPEID_PLAYER)
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{
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if (m_usableSeatNum)
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me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
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if (_usableSeatNum)
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_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
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}
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else
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{
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ApplyAllImmunities();
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InstallAllAccessories(evading);
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if (m_usableSeatNum)
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me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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if (_usableSeatNum)
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_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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}
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if (GetBase()->GetTypeId() == TYPEID_UNIT)
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@@ -140,47 +140,47 @@ void Vehicle::ApplyAllImmunities()
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// This couldn't be done in DB, because Vehicle's immunities are overriden by Player's ones
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// Vehicles should be immune on Knockback, Deathgrip ...
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me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
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me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
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me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
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_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
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_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
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// ... Fear, Snare, Root, Stun ...
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me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_FEAR, true);
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me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SNARE, true);
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me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_ROOT, true);
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me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_STUN, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true);
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me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_DISORIENTED, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_FEAR, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SNARE, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_ROOT, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_STUN, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_DISORIENTED, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true);
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// Mechanical units & vehicles ( which are not Bosses, they have own immunities in DB ) should be also immune on healing ( exceptions in switch below )
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if (me->ToCreature() && me->ToCreature()->GetCreatureInfo()->type == CREATURE_TYPE_MECHANICAL && !me->ToCreature()->isWorldBoss())
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if (_me->ToCreature() && _me->ToCreature()->GetCreatureInfo()->type == CREATURE_TYPE_MECHANICAL && !_me->ToCreature()->isWorldBoss())
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{
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// Heal & dispel ...
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me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true);
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_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true);
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// ... Shield & Immunity grant spells ...
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SCHOOL_IMMUNITY, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_UNATTACKABLE, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SCHOOL_ABSORB, true);
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me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SHIELD, true);
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me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_IMMUNE_SHIELD , true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SCHOOL_IMMUNITY, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_UNATTACKABLE, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SCHOOL_ABSORB, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SHIELD, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_IMMUNE_SHIELD , true);
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// ... Resistance, Split damage, Speed Increase, ...
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_DAMAGE_SHIELD, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SPLIT_DAMAGE_PCT, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_RESISTANCE, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STAT, true);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_DAMAGE_SHIELD, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SPLIT_DAMAGE_PCT, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_RESISTANCE, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STAT, true);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, true);
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}
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// Different immunities for vehicles goes below
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switch (GetVehicleInfo()->m_ID)
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{
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case 160:
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me->SetControlled(true, UNIT_STAT_ROOT);
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me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
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_me->SetControlled(true, UNIT_STAT_ROOT);
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_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
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break;
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default:
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break;
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@@ -189,12 +189,12 @@ void Vehicle::ApplyAllImmunities()
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void Vehicle::RemoveAllPassengers()
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{
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::RemoveAllPassengers. Entry: %u, GuidLow: %u", m_creatureEntry, me->GetGUIDLow());
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::RemoveAllPassengers. Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
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// Passengers always cast an aura with SPELL_AURA_CONTROL_VEHICLE on the vehicle
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// We just remove the aura and the unapply handler will make the target leave the vehicle.
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// We don't need to iterate over m_Seats
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me->RemoveAurasByType(SPELL_AURA_CONTROL_VEHICLE);
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_me->RemoveAurasByType(SPELL_AURA_CONTROL_VEHICLE);
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// Following the above logic, this assertion should NEVER fail.
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// Even in 'hacky' cases, there should at least be VEHICLE_SPELL_RIDE_HARDCODED on us.
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@@ -257,9 +257,9 @@ void Vehicle::InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 typ
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if (passenger->GetEntry() == entry)
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{
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ASSERT(passenger->GetTypeId() == TYPEID_UNIT);
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if (me->GetTypeId() == TYPEID_UNIT)
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if (_me->GetTypeId() == TYPEID_UNIT)
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{
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if (me->ToCreature()->IsInEvadeMode() && passenger->ToCreature()->IsAIEnabled)
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if (_me->ToCreature()->IsInEvadeMode() && passenger->ToCreature()->IsAIEnabled)
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passenger->ToCreature()->AI()->EnterEvadeMode();
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return;
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}
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@@ -268,12 +268,12 @@ void Vehicle::InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 typ
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passenger->ExitVehicle(); // this should not happen
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}
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if (TempSummon* accessory = me->SummonCreature(entry, *me, TempSummonType(type), summonTime))
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if (TempSummon* accessory = _me->SummonCreature(entry, *_me, TempSummonType(type), summonTime))
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{
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if (minion)
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accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);
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if (!me->HandleSpellClick(accessory, seatId))
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if (!_me->HandleSpellClick(accessory, seatId))
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{
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accessory->UnSummon();
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return;
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@@ -327,19 +327,19 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
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ASSERT(!seat->second.passenger);
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}
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sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s enter vehicle entry %u id %u dbguid %u seat %d", unit->GetName(), me->GetEntry(), m_vehicleInfo->m_ID, me->GetGUIDLow(), (int32)seat->first);
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sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s enter vehicle entry %u id %u dbguid %u seat %d", unit->GetName(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(), (int32)seat->first);
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seat->second.passenger = unit->GetGUID();
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if (seat->second.seatInfo->CanEnterOrExit())
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{
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ASSERT(m_usableSeatNum);
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--m_usableSeatNum;
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if (!m_usableSeatNum)
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ASSERT(_usableSeatNum);
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--_usableSeatNum;
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if (!_usableSeatNum)
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{
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if (me->GetTypeId() == TYPEID_PLAYER)
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me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
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if (_me->GetTypeId() == TYPEID_PLAYER)
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_me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
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else
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me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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_me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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}
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}
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@@ -355,28 +355,28 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
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unit->m_movementInfo.t_time = 0; // 1 for player
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unit->m_movementInfo.t_seat = seat->first;
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if (me->GetTypeId() == TYPEID_UNIT
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if (_me->GetTypeId() == TYPEID_UNIT
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&& unit->GetTypeId() == TYPEID_PLAYER
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&& seat->first == 0 && seat->second.seatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
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{
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if (!me->SetCharmedBy(unit, CHARM_TYPE_VEHICLE))
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if (!_me->SetCharmedBy(unit, CHARM_TYPE_VEHICLE))
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ASSERT(false);
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}
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if (me->IsInWorld())
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if (_me->IsInWorld())
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{
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unit->SendClearTarget(); // SMSG_BREAK_TARGET
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unit->SetControlled(true, UNIT_STAT_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
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// also adds MOVEMENTFLAG_ROOT
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unit->SendMonsterMoveTransport(me); // SMSG_MONSTER_MOVE_TRANSPORT
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unit->SendMonsterMoveTransport(_me); // SMSG_MONSTER_MOVE_TRANSPORT
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if (me->GetTypeId() == TYPEID_UNIT)
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if (_me->GetTypeId() == TYPEID_UNIT)
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{
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if (me->ToCreature()->IsAIEnabled)
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me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, true);
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if (_me->ToCreature()->IsAIEnabled)
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_me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, true);
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// update all passenger's positions
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RelocatePassengers(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
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RelocatePassengers(_me->GetPositionX(), _me->GetPositionY(), _me->GetPositionZ(), _me->GetOrientation());
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}
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}
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@@ -394,36 +394,27 @@ void Vehicle::RemovePassenger(Unit* unit)
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SeatMap::iterator seat = GetSeatIteratorForPassenger(unit);
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ASSERT(seat != m_Seats.end());
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sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s exit vehicle entry %u id %u dbguid %u seat %d", unit->GetName(), me->GetEntry(), m_vehicleInfo->m_ID, me->GetGUIDLow(), (int32)seat->first);
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sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s exit vehicle entry %u id %u dbguid %u seat %d", unit->GetName(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(), (int32)seat->first);
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seat->second.passenger = 0;
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if (seat->second.seatInfo->CanEnterOrExit())
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{
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if (!m_usableSeatNum)
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if (!_usableSeatNum)
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{
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if (me->GetTypeId() == TYPEID_PLAYER)
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me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
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if (_me->GetTypeId() == TYPEID_PLAYER)
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_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
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else
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me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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}
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++m_usableSeatNum;
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++_usableSeatNum;
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}
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unit->ClearUnitState(UNIT_STAT_ONVEHICLE);
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if (me->GetTypeId() == TYPEID_UNIT && unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
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{
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me->RemoveCharmedBy(unit);
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if (_me->GetTypeId() == TYPEID_UNIT && unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
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_me->RemoveCharmedBy(unit);
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if (m_bonusHP)
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{
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me->SetHealth(me->GetHealth() - m_bonusHP);
|
||||
me->SetMaxHealth(me->GetMaxHealth() - m_bonusHP);
|
||||
m_bonusHP = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (me->IsInWorld())
|
||||
if (_me->IsInWorld())
|
||||
{
|
||||
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
|
||||
unit->m_movementInfo.t_pos.Relocate(0, 0, 0, 0);
|
||||
@@ -431,12 +422,12 @@ void Vehicle::RemovePassenger(Unit* unit)
|
||||
unit->m_movementInfo.t_seat = 0;
|
||||
}
|
||||
|
||||
if (me->GetTypeId() == TYPEID_UNIT && me->ToCreature()->IsAIEnabled)
|
||||
me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, false);
|
||||
if (_me->GetTypeId() == TYPEID_UNIT && _me->ToCreature()->IsAIEnabled)
|
||||
_me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, false);
|
||||
|
||||
// only for flyable vehicles
|
||||
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
|
||||
me->CastSpell(unit, VEHICLE_SPELL_PARACHUTE, true);
|
||||
_me->CastSpell(unit, VEHICLE_SPELL_PARACHUTE, true);
|
||||
|
||||
if (GetBase()->GetTypeId() == TYPEID_UNIT)
|
||||
sScriptMgr->OnRemovePassenger(this, unit);
|
||||
@@ -444,7 +435,7 @@ void Vehicle::RemovePassenger(Unit* unit)
|
||||
|
||||
void Vehicle::RelocatePassengers(float x, float y, float z, float ang)
|
||||
{
|
||||
Map* map = me->GetMap();
|
||||
Map* map = _me->GetMap();
|
||||
ASSERT(map != NULL);
|
||||
|
||||
// not sure that absolute position calculation is correct, it must depend on vehicle orientation and pitch angle
|
||||
@@ -466,11 +457,11 @@ void Vehicle::RelocatePassengers(float x, float y, float z, float ang)
|
||||
|
||||
void Vehicle::Dismiss()
|
||||
{
|
||||
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Dismiss Entry: %u, GuidLow %u", m_creatureEntry, me->GetGUIDLow());
|
||||
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Dismiss Entry: %u, GuidLow %u", _creatureEntry, _me->GetGUIDLow());
|
||||
Uninstall();
|
||||
me->DestroyForNearbyPlayers();
|
||||
me->CombatStop();
|
||||
me->AddObjectToRemoveList();
|
||||
_me->DestroyForNearbyPlayers();
|
||||
_me->CombatStop();
|
||||
_me->AddObjectToRemoveList();
|
||||
}
|
||||
|
||||
void Vehicle::InitMovementInfoForBase()
|
||||
@@ -478,15 +469,15 @@ void Vehicle::InitMovementInfoForBase()
|
||||
uint32 vehicleFlags = GetVehicleInfo()->m_flags;
|
||||
|
||||
if (vehicleFlags & VEHICLE_FLAG_NO_STRAFE)
|
||||
me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_NO_STRAFE);
|
||||
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_NO_STRAFE);
|
||||
if (vehicleFlags & VEHICLE_FLAG_NO_JUMPING)
|
||||
me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_NO_JUMPING);
|
||||
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_NO_JUMPING);
|
||||
if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDTURNING)
|
||||
me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_TURNING);
|
||||
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_TURNING);
|
||||
if (vehicleFlags & VEHICLE_FLAG_ALLOW_PITCHING)
|
||||
me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING);
|
||||
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING);
|
||||
if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDPITCHING)
|
||||
me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_PITCHING);
|
||||
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_PITCHING);
|
||||
}
|
||||
|
||||
VehicleSeatEntry const* Vehicle::GetSeatForPassenger(Unit* passenger)
|
||||
|
||||
@@ -79,9 +79,9 @@ enum VehicleSpells
|
||||
|
||||
struct VehicleSeat
|
||||
{
|
||||
explicit VehicleSeat(VehicleSeatEntry const *_seatInfo) : seatInfo(_seatInfo), passenger(0) {}
|
||||
VehicleSeatEntry const *seatInfo;
|
||||
uint64 passenger;
|
||||
explicit VehicleSeat(VehicleSeatEntry const *seatInfo) : SeatInfo(seatInfo), Passenger(0) {}
|
||||
VehicleSeatEntry const *SeatInfo;
|
||||
uint64 Passenger;
|
||||
};
|
||||
|
||||
struct VehicleAccessory
|
||||
@@ -114,9 +114,9 @@ class Vehicle
|
||||
void InstallAllAccessories(bool evading);
|
||||
void ApplyAllImmunities();
|
||||
|
||||
Unit* GetBase() const { return me; }
|
||||
VehicleEntry const* GetVehicleInfo() const { return m_vehicleInfo; }
|
||||
uint32 const& GetCreatureEntry() const { return m_creatureEntry; }
|
||||
Unit* GetBase() const { return _me; }
|
||||
VehicleEntry const* GetVehicleInfo() const { return _vehicleInfo; }
|
||||
uint32 const& GetCreatureEntry() const { return _creatureEntry; }
|
||||
|
||||
bool HasEmptySeat(int8 seatId) const;
|
||||
Unit* GetPassenger(int8 seatId) const;
|
||||
@@ -129,9 +129,9 @@ class Vehicle
|
||||
void RelocatePassengers(float x, float y, float z, float ang);
|
||||
void RemoveAllPassengers();
|
||||
void Dismiss();
|
||||
bool IsVehicleInUse() { return m_Seats.begin() != m_Seats.end(); }
|
||||
bool IsVehicleInUse() { return Seats.begin() != Seats.end(); }
|
||||
|
||||
SeatMap m_Seats;
|
||||
SeatMap Seats;
|
||||
|
||||
protected:
|
||||
uint16 GetExtraMovementFlagsForBase() const;
|
||||
@@ -140,14 +140,11 @@ class Vehicle
|
||||
private:
|
||||
SeatMap::iterator GetSeatIteratorForPassenger(Unit* passenger);
|
||||
void InitMovementInfoForBase();
|
||||
|
||||
protected:
|
||||
Unit* me;
|
||||
VehicleEntry const* m_vehicleInfo;
|
||||
uint32 m_usableSeatNum; // Number of seats that match VehicleSeatEntry::UsableByPlayer, used for proper display flags
|
||||
uint32 m_bonusHP;
|
||||
uint32 m_creatureEntry; // Can be different than me->GetBase()->GetEntry() in case of players
|
||||
|
||||
void InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 type, uint32 summonTime);
|
||||
|
||||
Unit* _me;
|
||||
VehicleEntry const* _vehicleInfo;
|
||||
uint32 _usableSeatNum; // Number of seats that match VehicleSeatEntry::UsableByPlayer, used for proper display flags
|
||||
uint32 _creatureEntry; // Can be different than me->GetBase()->GetEntry() in case of players
|
||||
};
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user