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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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@@ -456,7 +456,7 @@ class boss_krick : public CreatureScript
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case EVENT_OUTRO_10:
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//! HACK: Creature's can't have MOVEMENTFLAG_FLYING
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING);
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me->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
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me->AddUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR);
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me->GetMotionMaster()->MovePoint(0, outroPos[6]);
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_events.ScheduleEvent(EVENT_OUTRO_11, 2000);
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break;
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@@ -90,12 +90,12 @@ public:
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case 17:
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case 18:
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_JUMPING);
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
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me->SetSpeed(MOVE_SWIM, 0.85f, true);
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me->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_DISABLE_GRAVITY);
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break;
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case 19:
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me->SetUnitMovementFlags(MOVEMENTFLAG_JUMPING);
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me->SetUnitMovementFlags(MOVEMENTFLAG_FALLING);
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break;
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case 28:
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player->GroupEventHappens(QUEST_FORTUNATE_MISUNDERSTANDINGS, me);
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@@ -139,7 +139,7 @@ public:
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{
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CAST_AI(npc_escortAI, (creature->AI()))->Start(true, false, player->GetGUID());
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CAST_AI(npc_escortAI, (creature->AI()))->SetMaxPlayerDistance(35.0f);
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creature->SetUnitMovementFlags(MOVEMENTFLAG_JUMPING);
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creature->SetUnitMovementFlags(MOVEMENTFLAG_FALLING);
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DoScriptText(SAY_START_IRO, creature);
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switch (player->GetTeam()){
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@@ -143,7 +143,7 @@ class boss_omor_the_unscarred : public CreatureScript
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if (Player* temp = Unit::GetPlayer(*me, PlayerGUID))
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{
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//if unit dosen't have this flag, then no pulling back (script will attempt cast, even if orbital strike was resisted)
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if (temp->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))
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if (temp->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR))
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{
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me->InterruptNonMeleeSpells(false);
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DoCast(temp, SPELL_SHADOW_WHIP);
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