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Core/Movement:
- Don't abort relocation if movementflag restrictions were violated. There might be lag between client and server and even different parts of the core that made this approach improper. - MOVEMENTFLAG_ROOT cannot be used in conjunction with MOVEMENTFLAG_MASK_MOVING, but it's a valid flag to receive from client. - Fix falling to ground when unapplying fly/waterwalk aura. NOTE: This is a client-side initiated fall, in the future this should be initiated and updated by the server. (Working on it) - Rename MOVEMENTFLAG_FALLING to MOVEMENTFLAG_FALLING_FAR - Rename MOVEMENTFLAG_JUMPING to MOVEMENTFLAG_FALLING Closes #5751
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@@ -43,12 +43,6 @@ void WorldSession::HandleDismissControlledVehicle(WorldPacket &recv_data)
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mi.guid = guid;
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ReadMovementInfo(recv_data, &mi);
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if (mi.Violated)
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{
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recv_data.rfinish();
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return;
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}
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_player->m_movementInfo = mi;
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_player->ExitVehicle();
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@@ -89,13 +83,6 @@ void WorldSession::HandleChangeSeatsOnControlledVehicle(WorldPacket &recv_data)
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MovementInfo movementInfo;
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ReadMovementInfo(recv_data, &movementInfo);
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if (movementInfo.Violated)
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{
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recv_data.rfinish();
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return;
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}
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vehicle_base->m_movementInfo = movementInfo;
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uint64 accessory; // accessory guid
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