Core/Player: moved indoors/outdoors aura interrupting mechanic into heartbeat and movement handling

This commit is contained in:
Ovahlord
2024-04-26 02:22:24 +02:00
parent c2fedbb6cc
commit 5a169f6eae
3 changed files with 31 additions and 6 deletions

View File

@@ -471,6 +471,23 @@ void WorldSession::HandleMovementOpcode(OpcodeClient opcode, MovementInfo& movem
plrMover->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2::Jump);
Unit::ProcSkillsAndAuras(plrMover, nullptr, PROC_FLAG_JUMP, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr);
}
// Whenever a player stops a movement action, an indoor/outdoor check is being performed
switch (opcode)
{
case CMSG_MOVE_SET_FLY:
case CMSG_MOVE_FALL_LAND:
case CMSG_MOVE_STOP:
case CMSG_MOVE_STOP_STRAFE:
case CMSG_MOVE_STOP_TURN:
case CMSG_MOVE_STOP_SWIM:
case CMSG_MOVE_STOP_PITCH:
case CMSG_MOVE_STOP_ASCEND:
plrMover->CheckOutdoorsAuraRequirements();
break;
default:
break;
}
}
}