Core/Vehicles: Make the vehicle system more aura driven. Get rid of redundant checks and update relevant data.
Closes #805
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@@ -2058,11 +2058,14 @@ class Unit : public WorldObject
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bool CheckPlayerCondition(Player* pPlayer);
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bool HandleSpellClick(Unit* clicker, int8 seatId = -1);
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void EnterVehicle(Unit *base, int8 seatId = -1, AuraApplication const * aurApp = NULL) { EnterVehicle(base->GetVehicleKit(), seatId, aurApp); }
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void EnterVehicle(Vehicle *vehicle, int8 seatId = -1, AuraApplication const * aurApp = NULL);
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void EnterVehicle(Unit *base, int8 seatId = -1);
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void ExitVehicle(Position const* exitPosition = NULL);
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void ChangeSeat(int8 seatId, bool next = true);
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// Should only be called by AuraEffect::HandleAuraControlVehicle(AuraApplication const* auraApp, uint8 mode, bool apply) const;
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void _ExitVehicle(Position const* exitPosition = NULL);
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void _EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp = NULL);
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void BuildMovementPacket(ByteBuffer *data) const;
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bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MOVING); }
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