Core/Vehicles: Make the vehicle system more aura driven. Get rid of redundant checks and update relevant data.

Closes #805
This commit is contained in:
Machiavelli
2011-03-04 21:17:06 +01:00
parent c2a2d7201b
commit a9582964d3
14 changed files with 80 additions and 79 deletions
+5 -2
View File
@@ -2058,11 +2058,14 @@ class Unit : public WorldObject
bool CheckPlayerCondition(Player* pPlayer);
bool HandleSpellClick(Unit* clicker, int8 seatId = -1);
void EnterVehicle(Unit *base, int8 seatId = -1, AuraApplication const * aurApp = NULL) { EnterVehicle(base->GetVehicleKit(), seatId, aurApp); }
void EnterVehicle(Vehicle *vehicle, int8 seatId = -1, AuraApplication const * aurApp = NULL);
void EnterVehicle(Unit *base, int8 seatId = -1);
void ExitVehicle(Position const* exitPosition = NULL);
void ChangeSeat(int8 seatId, bool next = true);
// Should only be called by AuraEffect::HandleAuraControlVehicle(AuraApplication const* auraApp, uint8 mode, bool apply) const;
void _ExitVehicle(Position const* exitPosition = NULL);
void _EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp = NULL);
void BuildMovementPacket(ByteBuffer *data) const;
bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MOVING); }