* Fix some more cases where movement flags were +'d together, instead of |'d.
--HG-- branch : trunk
This commit is contained in:
+2
-2
@@ -414,7 +414,7 @@ struct TRINITY_DLL_DECL boss_headless_horsemanAI : public ScriptedAI
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{
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m_creature->SetVisibility(VISIBILITY_OFF);
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_LEVITATING);
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m_creature->SetSpeed(MOVE_WALK,5.0f,true);
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wp_reached = false;
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count = 0;
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@@ -447,7 +447,7 @@ struct TRINITY_DLL_DECL boss_headless_horsemanAI : public ScriptedAI
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pInstance->SetData(GAMEOBJECT_PUMPKIN_SHRINE, 0); //hide gameobject
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break;
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case 19:
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m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
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m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_LEVITATING);
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break;
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case 20:
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{
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@@ -320,7 +320,7 @@ struct TRINITY_DLL_DECL boss_kalecgos_kjAI : public ScriptedAI
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FindOrbs();
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OrbsEmpowered = 0;
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EmpowerCount = 0;
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_LEVITATING);
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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m_creature->setActive(true);
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Searched = false;
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@@ -828,7 +828,7 @@ struct TRINITY_DLL_DECL mob_kiljaeden_controllerAI : public Scripted_NoMovementA
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summoned->CastSpell(summoned, SPELL_SHADOW_CHANNELING, false);
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break;
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case CREATURE_ANVEENA:
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summoned->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
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summoned->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_LEVITATING);
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summoned->CastSpell(summoned, SPELL_ANVEENA_PRISON, true);
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summoned->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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break;
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@@ -87,7 +87,7 @@ struct TRINITY_DLL_DECL npc_injured_rainspeaker_oracleAI : public npc_escortAI
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m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_JUMPING);
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m_creature->SetSpeed(MOVE_SWIM, 0.85f, true);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING + MOVEMENTFLAG_LEVITATING);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_LEVITATING);
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break;
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case 19:
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m_creature->SetUnitMovementFlags(MOVEMENTFLAG_JUMPING);
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+1
-1
@@ -302,7 +302,7 @@ struct TRINITY_DLL_DECL mob_annhylde_the_callerAI : public ScriptedAI
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void Reset()
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{
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING + MOVEMENTFLAG_HOVER);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_HOVER);
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m_creature->SetSpeed(MOVE_SWIM , 1.0f);
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m_creature->SetSpeed(MOVE_RUN , 1.0f);
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m_creature->SetSpeed(MOVE_WALK , 1.0f);
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+1
-1
@@ -104,7 +104,7 @@ struct TRINITY_DLL_DECL boss_the_lurker_belowAI : public Scripted_NoMovementAI
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}
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void Reset()
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{
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING + MOVEMENTFLAG_LEVITATING);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_LEVITATING);
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SpoutAnimTimer = 1000;
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RotTimer = 0;
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WaterboltTimer = 15000;//give time to get in range when fight starts
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+1
-1
@@ -171,7 +171,7 @@ struct TRINITY_DLL_DECL instance_serpentshrine_cavern : public ScriptedInstance
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if(Creature* frenzy = pPlayer->SummonCreature(MOB_COILFANG_FRENZY,pPlayer->GetPositionX(),pPlayer->GetPositionY(),pPlayer->GetPositionZ(),pPlayer->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,2000))
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{
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frenzy->Attack(pPlayer,false);
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frenzy->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING + MOVEMENTFLAG_LEVITATING);
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frenzy->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_LEVITATING);
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}
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DoSpawnFrenzy = false;
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}
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+2
-2
@@ -15721,12 +15721,12 @@ void Unit::SetFlying(bool apply)
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if (apply)
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{
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SetByteFlag(UNIT_FIELD_BYTES_1, 3, 0x02);
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AddUnitMovementFlag(MOVEMENTFLAG_FLY_MODE + MOVEMENTFLAG_FLYING);
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AddUnitMovementFlag(MOVEMENTFLAG_FLY_MODE | MOVEMENTFLAG_FLYING);
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}
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else
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{
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RemoveByteFlag(UNIT_FIELD_BYTES_1, 3, 0x02);
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RemoveUnitMovementFlag(MOVEMENTFLAG_FLY_MODE + MOVEMENTFLAG_FLYING);
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RemoveUnitMovementFlag(MOVEMENTFLAG_FLY_MODE | MOVEMENTFLAG_FLYING);
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}
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}
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