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Core/Vehicles: In CMSG_ATTACKSWING check if current vehicle seat flags permit attacking before updating standstate etc. Client also checks this.
Furthermore, removed incorrect vehicle_seat_flag_b definition and added an unknown vehicle_seat_flag that was found in the client.
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@@ -417,7 +417,7 @@ enum SummonPropFlags
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enum VehicleSeatFlags
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{
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VEHICLE_SEAT_FLAG_HIDE_PASSENGER = 0x00000200, // Passenger is hidden
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VEHICLE_SEAT_FLAG_UNK11 = 0x00000400, // needed for CGCamera__SyncFreeLookFacing
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VEHICLE_SEAT_FLAG_UNK1 = 0x00000400, // needed for CGCamera__SyncFreeLookFacing
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VEHICLE_SEAT_FLAG_CAN_CONTROL = 0x00000800, // Lua_UnitInVehicleControlSeat
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VEHICLE_SEAT_FLAG_CAN_CAST_MOUNT_SPELL = 0x00001000, // Can cast spells with SPELL_AURA_MOUNTED from seat (possibly 4.x only, 0 seats on 3.3.5a)
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VEHICLE_SEAT_FLAG_UNCONTROLLED = 0x00002000, // can override !& VEHICLE_SEAT_FLAG_CAN_ENTER_OR_EXIT
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@@ -425,6 +425,7 @@ enum VehicleSeatFlags
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VEHICLE_SEAT_FLAG_CAN_ENTER_OR_EXIT = 0x02000000, // Lua_CanExitVehicle - can enter and exit at free will
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VEHICLE_SEAT_FLAG_CAN_SWITCH = 0x04000000, // Lua_CanSwitchVehicleSeats
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VEHICLE_SEAT_FLAG_CAN_CAST = 0x20000000, // Lua_UnitHasVehicleUI
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VEHICLE_SEAT_FLAG_UNK2 = 0x40000000, // checked in conjunction with 0x800 in CastSpell2
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};
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enum VehicleSeatFlagsB
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@@ -435,7 +436,6 @@ enum VehicleSeatFlagsB
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VEHICLE_SEAT_FLAG_B_EJECTABLE = 0x00000020, // ejectable
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VEHICLE_SEAT_FLAG_B_USABLE_FORCED_2 = 0x00000040,
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VEHICLE_SEAT_FLAG_B_USABLE_FORCED_3 = 0x00000100,
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VEHICLE_SEAT_FLAG_B_CANSWITCH = 0x04000000, // can switch seats
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VEHICLE_SEAT_FLAG_B_VEHICLE_PLAYERFRAME_UI = 0x80000000, // Lua_UnitHasVehiclePlayerFrameUI - actually checked for flagsb &~ 0x80000000
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};
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@@ -23,13 +23,15 @@
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#include "ObjectAccessor.h"
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#include "CreatureAI.h"
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#include "ObjectDefines.h"
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#include "Vehicle.h"
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#include "VehicleDefines.h"
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void WorldSession::HandleAttackSwingOpcode(WorldPacket & recv_data)
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void WorldSession::HandleAttackSwingOpcode(WorldPacket& recv_data)
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{
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uint64 guid;
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recv_data >> guid;
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sLog->outStaticDebug("WORLD: Recvd CMSG_ATTACKSWING Message guidlow:%u guidhigh:%u", GUID_LOPART(guid), GUID_HIPART(guid));
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sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: Recvd CMSG_ATTACKSWING Message guidlow:%u guidhigh:%u", GUID_LOPART(guid), GUID_HIPART(guid));
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Unit* pEnemy = ObjectAccessor::GetUnit(*_player, guid);
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@@ -47,6 +49,20 @@ void WorldSession::HandleAttackSwingOpcode(WorldPacket & recv_data)
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return;
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}
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//! Client explicitly checks the following before sending CMSG_ATTACKSWING packet,
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//! so we'll place the same check here. Note that it might be possible to reuse this snippet
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//! in other places as well.
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if (Vehicle* vehicle = _player->GetVehicle())
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{
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VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(_player);
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ASSERT(seat);
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if (!(seat->m_flags & VEHICLE_SEAT_FLAG_CAN_ATTACK))
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{
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SendAttackStop(pEnemy);
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return;
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}
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}
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_player->Attack(pEnemy, true);
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}
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@@ -55,7 +71,7 @@ void WorldSession::HandleAttackStopOpcode(WorldPacket & /*recv_data*/)
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GetPlayer()->AttackStop();
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}
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void WorldSession::HandleSetSheathedOpcode(WorldPacket & recv_data)
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void WorldSession::HandleSetSheathedOpcode(WorldPacket& recv_data)
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{
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uint32 sheathed;
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recv_data >> sheathed;
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@@ -79,4 +95,3 @@ void WorldSession::SendAttackStop(Unit const* enemy)
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data << uint32(0); // unk, can be 1 also
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SendPacket(&data);
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}
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