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Core/Player: moved indoors/outdoors aura interrupting mechanic into heartbeat and movement handling
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@@ -471,6 +471,23 @@ void WorldSession::HandleMovementOpcode(OpcodeClient opcode, MovementInfo& movem
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plrMover->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2::Jump);
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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);
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}
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// Whenever a player stops a movement action, an indoor/outdoor check is being performed
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switch (opcode)
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{
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case CMSG_MOVE_SET_FLY:
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case CMSG_MOVE_FALL_LAND:
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case CMSG_MOVE_STOP:
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case CMSG_MOVE_STOP_STRAFE:
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case CMSG_MOVE_STOP_TURN:
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case CMSG_MOVE_STOP_SWIM:
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case CMSG_MOVE_STOP_PITCH:
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case CMSG_MOVE_STOP_ASCEND:
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plrMover->CheckOutdoorsAuraRequirements();
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break;
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default:
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break;
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}
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}
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}
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