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Core/Misc: Leave detailed description for UNIT_FLAG_NON_ATTACKABLE
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@@ -122,7 +122,7 @@ enum UnitRename : uint8
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enum UnitFlags : uint32
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{
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UNIT_FLAG_SERVER_CONTROLLED = 0x00000001, // set only when unit movement is controlled by server - by SPLINE/MONSTER_MOVE packets, together with UNIT_FLAG_STUNNED; only set to units controlled by client; client function CGUnit_C::IsClientControlled returns false when set for owner
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UNIT_FLAG_NON_ATTACKABLE = 0x00000002, // not attackable
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UNIT_FLAG_NON_ATTACKABLE = 0x00000002, // not attackable, set when creature starts to cast spells with SPELL_EFFECT_SPAWN and cast time, removed when spell hits caster, original name is UNIT_FLAG_SPAWNING. Rename when it will be removed from all scripts
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UNIT_FLAG_REMOVE_CLIENT_CONTROL = 0x00000004, // This is a legacy flag used to disable movement player's movement while controlling other units, SMSG_CLIENT_CONTROL replaces this functionality clientside now. CONFUSED and FLEEING flags have the same effect on client movement asDISABLE_MOVE_CONTROL in addition to preventing spell casts/autoattack (they all allow climbing steeper hills and emotes while moving)
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UNIT_FLAG_PLAYER_CONTROLLED = 0x00000008, // controlled by player, use _IMMUNE_TO_PC instead of _IMMUNE_TO_NPC
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UNIT_FLAG_RENAME = 0x00000010,
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@@ -32,7 +32,7 @@ TC_API_EXPORT EnumText EnumUtils<UnitFlags>::ToString(UnitFlags value)
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switch (value)
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{
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case UNIT_FLAG_SERVER_CONTROLLED: return { "UNIT_FLAG_SERVER_CONTROLLED", "UNIT_FLAG_SERVER_CONTROLLED", "set only when unit movement is controlled by server - by SPLINE/MONSTER_MOVE packets, together with UNIT_FLAG_STUNNED; only set to units controlled by client; client function CGUnit_C::IsClientControlled returns false when set for owner" };
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case UNIT_FLAG_NON_ATTACKABLE: return { "UNIT_FLAG_NON_ATTACKABLE", "UNIT_FLAG_NON_ATTACKABLE", "not attackable" };
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case UNIT_FLAG_NON_ATTACKABLE: return { "UNIT_FLAG_NON_ATTACKABLE", "UNIT_FLAG_NON_ATTACKABLE", "not attackable, set when creature starts to cast spells with SPELL_EFFECT_SPAWN and cast time, removed when spell hits caster, original name is UNIT_FLAG_SPAWNING. Rename when it will be removed from all scripts" };
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case UNIT_FLAG_REMOVE_CLIENT_CONTROL: return { "UNIT_FLAG_REMOVE_CLIENT_CONTROL", "UNIT_FLAG_REMOVE_CLIENT_CONTROL", "This is a legacy flag used to disable movement player's movement while controlling other units, SMSG_CLIENT_CONTROL replaces this functionality clientside now. CONFUSED and FLEEING flags have the same effect on client movement asDISABLE_MOVE_CONTROL in addition to preventing spell casts/autoattack (they all allow climbing steeper hills and emotes while moving)" };
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case UNIT_FLAG_PLAYER_CONTROLLED: return { "UNIT_FLAG_PLAYER_CONTROLLED", "UNIT_FLAG_PLAYER_CONTROLLED", "controlled by player, use _IMMUNE_TO_PC instead of _IMMUNE_TO_NPC" };
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case UNIT_FLAG_RENAME: return { "UNIT_FLAG_RENAME", "UNIT_FLAG_RENAME", "" };
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