Core/Movement: Fix players still able to fly on SPELL_AURA_FLY and SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED unapply.
Closes #5731
This commit is contained in:
@@ -25173,3 +25173,21 @@ bool Player::SetHover(bool enable)
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return true;
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}
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void Player::SendMovementSetCanFly(bool apply)
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{
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WorldPacket data(apply ? SMSG_MOVE_SET_CAN_FLY : SMSG_MOVE_UNSET_CAN_FLY, 12);
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data.append(GetPackGUID());
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data << uint32(0); //! movement counter
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SendDirectMessage(&data);
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}
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void Player::SendMovementSetCanTransitionBetweenSwimAndFly(bool apply)
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{
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WorldPacket data(apply ?
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SMSG_MOVE_SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY :
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SMSG_MOVE_UNSET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY, 12);
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data.append(GetPackGUID());
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data << uint32(0); //! movement counter
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SendDirectMessage(&data);
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}
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@@ -2483,6 +2483,13 @@ class Player : public Unit, public GridObject<Player>
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#pragma region Player Movement
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/*! These methods send different packets to the client in apply and unapply case.
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These methods are only sent to the current unit.
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*/
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void SendMovementSetCanFly(bool apply);
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void SendMovementSetCanTransitionBetweenSwimAndFly(bool apply);
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bool CanFly() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
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//! Return collision height sent to client
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@@ -17541,3 +17541,36 @@ void Unit::SendMovementFeatherFall()
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BuildMovementPacket(&data);
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SendMessageToSet(&data, true);
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}
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void Unit::SendMovementGravityChange()
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{
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WorldPacket data(MSG_MOVE_GRAVITY_CHNG, 64);
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data.append(GetPackGUID());
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BuildMovementPacket(&data);
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SendMessageToSet(&data, true);
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}
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void Unit::SendMovementCanFlyChange()
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{
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/*!
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if ( a3->MoveFlags & MOVEMENTFLAG_CAN_FLY )
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{
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v4->MoveFlags |= 0x1000000u;
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result = 1;
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}
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else
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{
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if ( v4->MoveFlags & MOVEMENTFLAG_FLYING )
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CMovement::DisableFlying(v4);
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v4->MoveFlags &= 0xFEFFFFFFu;
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result = 1;
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}
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*/
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if (GetTypeId() == TYPEID_PLAYER)
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ToPlayer()->SendMovementSetCanFly(CanFly());
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WorldPacket data(MSG_MOVE_UPDATE_CAN_FLY, 64);
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data.append(GetPackGUID());
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BuildMovementPacket(&data);
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SendMessageToSet(&data, true);
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}
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@@ -1631,9 +1631,18 @@ class Unit : public WorldObject
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//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL);
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void SendMonsterMoveTransport(Unit* vehicleOwner);
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void SendMovementFlagUpdate();
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/*! These methods send the same packet to the client in apply and unapply case.
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The client-side interpretation of this packet depends on the presence of relevant movementflags
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which are sent with movementinfo. Furthermore, these packets are broadcast to nearby players as well
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as the current unit.
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*/
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void SendMovementHover();
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void SendMovementFeatherFall();
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void SendMovementWaterWalking();
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void SendMovementGravityChange();
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void SendMovementCanFlyChange();
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bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY);}
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bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);}
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virtual bool SetWalk(bool enable);
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@@ -2844,21 +2844,14 @@ void AuraEffect::HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode
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return;
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}
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if (target->GetTypeId() == TYPEID_UNIT)
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target->SetCanFly(apply);
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//! Not entirely sure if this should be sent for creatures as well, but I don't think so.
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target->SetCanFly(apply);
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Player* player = target->ToPlayer();
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if (!player)
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player = target->m_movedPlayer;
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if (Player* player = target->m_movedPlayer)
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{
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// allow flying
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WorldPacket data;
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if (apply)
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data.Initialize(SMSG_MOVE_SET_CAN_FLY, 12);
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else
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data.Initialize(SMSG_MOVE_UNSET_CAN_FLY, 12);
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data.append(target->GetPackGUID());
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data << uint32(0); // movement counter
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player->SendDirectMessage(&data);
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}
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if (player)
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player->SendMovementCanFlyChange();
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}
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void AuraEffect::HandleAuraWaterWalk(AuraApplication const* aurApp, uint8 mode, bool apply) const
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@@ -3231,25 +3224,22 @@ void AuraEffect::HandleAuraModIncreaseFlightSpeed(AuraApplication const* aurApp,
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Unit* target = aurApp->GetTarget();
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// Enable Fly mode for flying mounts
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//! Update ability to fly
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if (GetAuraType() == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED)
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{
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// do not remove unit flag if there are more than this auraEffect of that kind on unit on unit
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if (mode & AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK && (apply || (!target->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) && !target->HasAuraType(SPELL_AURA_FLY))))
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{
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if (Player* player = target->m_movedPlayer)
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{
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WorldPacket data;
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if (apply)
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data.Initialize(SMSG_MOVE_SET_CAN_FLY, 12);
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else
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data.Initialize(SMSG_MOVE_UNSET_CAN_FLY, 12);
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data.append(player->GetPackGUID());
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data << uint32(0); // unknown
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player->SendDirectMessage(&data);
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}
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target->SetCanFly(apply);
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Player* player = target->ToPlayer();
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if (!player)
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player = target->m_movedPlayer;
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if (player)
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player->SendMovementCanFlyChange();
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}
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//! Someone should clean up these hacks and remove it from this function. It doesn't even belong here.
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if (mode & AURA_EFFECT_HANDLE_REAL)
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{
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//Players on flying mounts must be immune to polymorph
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