Core/Maps: Parse MFBO adt chunk to properly handle height where player counts as falling under the map

* This fixes the height at which player is instantly killed when falling from The Frozen Throne
* Set PLAYER_FLAGS_IS_OUT_OF_BOUNDS on players under the map to enable release spirit button while still falling

Note: Extracting new maps is required
(cherry picked from commit 4f78efd463)

# Conflicts:
#	dep/PackageList.txt
#	src/server/game/DataStores/DBCStructure.h
#	src/server/game/Entities/Player/Player.cpp
#	src/server/game/Handlers/MovementHandler.cpp
#	src/tools/map_extractor/CMakeLists.txt
#	src/tools/map_extractor/System.cpp
#	src/tools/map_extractor/adt.h
#	src/tools/map_extractor/loadlib.cpp
This commit is contained in:
Shauren
2016-02-09 00:14:58 +01:00
parent aa432db36d
commit 25cdc5d980
9 changed files with 225 additions and 41 deletions

View File

@@ -386,7 +386,7 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);
if (movementInfo.pos.GetPositionZ() < -500.0f)
if (movementInfo.pos.GetPositionZ() < plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY()))
{
if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
{
@@ -395,6 +395,7 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
/// @todo discard movement packets after the player is rooted
if (plrMover->IsAlive())
{
plrMover->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
// player can be alive if GM/etc
// change the death state to CORPSE to prevent the death timer from