Core/Movement: Corrected Animation Tier handling (PR #24875)
Co-authored-by: Warpten <[email protected]> Co-authored-by: Ovahlord <[email protected]> Co-authored-by: Carbenium <[email protected]> (cherry picked from commit dad187615df603ad8614531a0ec84c1a5e136838)
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@@ -1888,9 +1888,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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target->ToUnit()->AddVisFlags(UnitVisFlags(e.action.setunitByte.byte1));
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break;
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case 3:
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// this is totally wrong to maintain compatibility with existing scripts
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// TODO: fix with animtier overhaul
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target->ToUnit()->SetAnimTier(UnitBytes1_Flags(target->ToUnit()->m_unitData->AnimTier | e.action.setunitByte.byte1), false);
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target->ToUnit()->SetAnimTier(AnimTier(e.action.setunitByte.byte1));
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break;
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}
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}
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@@ -1913,7 +1911,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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target->ToUnit()->RemoveVisFlags(UnitVisFlags(e.action.setunitByte.byte1));
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break;
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case 3:
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target->ToUnit()->SetAnimTier(UnitBytes1_Flags(target->ToUnit()->m_unitData->AnimTier & ~e.action.setunitByte.byte1), false);
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target->ToUnit()->SetAnimTier(AnimTier::Ground);
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break;
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}
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}
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