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*Merge.
--HG-- branch : trunk
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@@ -290,66 +290,6 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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GetPlayer()->HandleFallUnderMap();
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}
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/*void WorldSession::HandlePossessedMovement(WorldPacket& recv_data, MovementInfo& movementInfo, uint32& MovementFlags)
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{
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// Whatever the client is controlling, it will send the GUID of the original player.
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// If current player is controlling, it must be handled like the controlled player sent these opcodes
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Unit* pos_unit = GetPlayer()->GetCharm();
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if (pos_unit->GetTypeId() == TYPEID_PLAYER && ((Player*)pos_unit)->GetDontMove())
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return;
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//Save movement flags
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pos_unit->SetUnitMovementFlags(MovementFlags);
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// Remove possession if possessed unit enters a transport
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if (MovementFlags & MOVEMENTFLAG_ONTRANSPORT)
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{
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GetPlayer()->RemovePossess(true);
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return;
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}
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recv_data.put<uint32>(5, getMSTime());
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WorldPacket data(recv_data.GetOpcode(), pos_unit->GetPackGUID().size()+recv_data.size());
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data.append(pos_unit->GetPackGUID());
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data.append(recv_data.contents(), recv_data.size());
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// Send the packet to self but not to the possessed player; for creatures the first bool is irrelevant
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pos_unit->SendMessageToSet(&data, true, false);
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// Possessed is a player
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if (pos_unit->GetTypeId() == TYPEID_PLAYER)
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{
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Player* plr = (Player*)pos_unit;
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if (recv_data.GetOpcode() == MSG_MOVE_FALL_LAND)
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plr->HandleFallDamage(movementInfo);
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if(((MovementFlags & MOVEMENTFLAG_SWIMMING) != 0) != plr->IsInWater())
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{
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// Now client not include swimming flag in case jumping under water
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plr->SetInWater( !plr->IsInWater() || plr->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) );
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}
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plr->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o, false);
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plr->m_movementInfo = movementInfo;
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if(plr->isMovingOrTurning())
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plr->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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if(movementInfo.z < -500.0f)
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{
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GetPlayer()->RemovePossess(false);
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plr->HandleFallUnderMap();
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}
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}
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else // Possessed unit is a creature
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{
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Map* map = MapManager::Instance().GetMap(pos_unit->GetMapId(), pos_unit);
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map->CreatureRelocation((Creature*)pos_unit, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
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}
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}*/
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void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recv_data)
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{
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sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(recv_data.GetOpcode()), recv_data.GetOpcode(), recv_data.GetOpcode());
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