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authormegamage <none@none>2009-04-08 16:28:58 -0500
committermegamage <none@none>2009-04-08 16:28:58 -0500
commitf48b123ebe22624e48e6fda4a9a341e7354a93f7 (patch)
tree684e683f8e8bfa314869579fac206982919e9329 /src/game/Player.cpp
parent5f3947b62a3d46117ba95d93fd27b6227c5869d6 (diff)
[7630] Implement MSG_BATTLEGROUND_PLAYER_POSITIONS sending for AB and AV battleground. Author: Triply
--HG-- branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 5798c85e01d..ef695df5f7b 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -19648,14 +19648,17 @@ WorldObject* Player::GetViewpoint() const
bool Player::CanUseBattleGroundObject()
{
+ // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
+ // maybe gameobject code should handle that ForceReaction usage
+ // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
return ( //InBattleGround() && // in battleground - not need, check in other cases
//!IsMounted() && - not correct, player is dismounted when he clicks on flag
- //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
+ //player cannot use object when he is invulnerable (immune)
!isTotalImmune() && // not totally immune
+ //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // not invisible
!HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup
- //TODO player cannot use object when he is invulnerable (immune) - (ice block, divine shield, divine protection, divine intervention ...)
isAlive() // live player
);
}