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authorOvahlord <dreadkiller@gmx.de>2024-04-27 13:43:50 +0200
committerGitHub <noreply@github.com>2024-04-27 13:43:50 +0200
commitd60b4e5b199d56477010941fc1d3aff9eb7064a2 (patch)
tree6021bf8108e130d53c39bf81568e112d2d7fe8b5 /src/server/game/Entities/Player
parent072e6ff9cc0c21b1b90ab5abd291187a1681a618 (diff)
Core/Auras: implemented PROC_FLAG_HEARTBEAT and moved food/drink emote mechanic into heartbeat handling (#29943)
* also fixed an false assumption that only one of the food emotes can be played. They can in fact be both done at the same time.
Diffstat (limited to 'src/server/game/Entities/Player')
-rw-r--r--src/server/game/Entities/Player/Player.cpp31
-rw-r--r--src/server/game/Entities/Player/Player.h1
2 files changed, 0 insertions, 32 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index a1383c2ee44..0d59ce555ac 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -182,7 +182,6 @@ Player::Player(WorldSession* session) : Unit(true), m_sceneMgr(this)
m_regenInterruptTimestamp = GameTime::Now();
m_regenTimer = 0;
m_regenTimerCount = 0;
- m_foodEmoteTimerCount = 0;
m_weaponChangeTimer = 0;
m_zoneUpdateId = uint32(-1);
@@ -1624,7 +1623,6 @@ bool Player::IsImmunedToSpellEffect(SpellInfo const* spellInfo, SpellEffectInfo
void Player::RegenerateAll()
{
m_regenTimerCount += m_regenTimer;
- m_foodEmoteTimerCount += m_regenTimer;
for (Powers power = POWER_MANA; power < MAX_POWERS; power = Powers(power + 1))
if (power != POWER_RUNES)
@@ -1661,35 +1659,6 @@ void Player::RegenerateAll()
}
m_regenTimer = 0;
-
- // Handles the emotes for drinking and eating.
- // According to sniffs there is a background timer going on that repeats independed from the time window where the aura applies.
- // That's why we dont need to reset the timer on apply. In sniffs I have seen that the first call for the spell visual is totally random, then after
- // 5 seconds over and over again which confirms my theory that we have a independed timer.
- if (m_foodEmoteTimerCount >= 5000)
- {
- auto findInterruptibleEffect = [](AuraEffect const* aurEff)
- {
- return aurEff->GetSpellInfo()->HasAuraInterruptFlag(SpellAuraInterruptFlags::Standing);
- };
-
- // Food emote comes above drinking emote if we have to decide (mage regen food for example)
- AuraEffectList const& ModRegenAuras = GetAuraEffectsByType(SPELL_AURA_MOD_REGEN);
- auto itr = std::find_if(ModRegenAuras.cbegin(), ModRegenAuras.cend(), findInterruptibleEffect);
- if (itr != ModRegenAuras.end())
- {
- SendPlaySpellVisualKit(SPELL_VISUAL_KIT_FOOD, 0, 0);
- }
- else
- {
- AuraEffectList const& ModPowerRegenAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN);
- itr = std::find_if(ModPowerRegenAuras.cbegin(), ModPowerRegenAuras.cend(), findInterruptibleEffect);
- if (itr != ModPowerRegenAuras.end())
- SendPlaySpellVisualKit(SPELL_VISUAL_KIT_DRINK, 0, 0);
- }
-
- m_foodEmoteTimerCount -= 5000;
- }
}
void Player::Regenerate(Powers power)
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index 2eee223ef21..5b8d4ed20e0 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -2884,7 +2884,6 @@ class TC_GAME_API Player final : public Unit, public GridObject<Player>
GuidList WhisperList;
TimePoint m_regenInterruptTimestamp;
uint32 m_regenTimerCount;
- uint32 m_foodEmoteTimerCount;
std::array<float, MAX_POWERS_PER_CLASS> m_powerFraction;
uint32 m_contestedPvPTimer;