diff options
| author | Ovahlord <dreadkiller@gmx.de> | 2024-04-27 13:43:50 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-04-27 13:43:50 +0200 |
| commit | d60b4e5b199d56477010941fc1d3aff9eb7064a2 (patch) | |
| tree | 6021bf8108e130d53c39bf81568e112d2d7fe8b5 /src/server/game/Entities/Unit | |
| parent | 072e6ff9cc0c21b1b90ab5abd291187a1681a618 (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/Unit')
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 11 | ||||
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.h | 1 |
2 files changed, 12 insertions, 0 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 63274ff2dfd..86d81c67c3b 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -501,6 +501,17 @@ void Unit::Heartbeat() // SMSG_FLIGHT_SPLINE_SYNC for cyclic splines SendFlightSplineSyncUpdate(); + + // Trigger heartbeat procs and generic aura behavior such as food emotes + TriggerAuraHeartbeat(); +} + +void Unit::TriggerAuraHeartbeat() +{ + for (auto const& [_, auraApplication] : m_appliedAuras) + auraApplication->GetBase()->Heartbeat(); + + Unit::ProcSkillsAndAuras(this, nullptr, PROC_FLAG_HEARTBEAT, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr); } bool Unit::haveOffhandWeapon() const diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index 1bb17c0560f..3a01deadd62 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -685,6 +685,7 @@ class TC_GAME_API Unit : public WorldObject virtual void Update(uint32 time) override; void Heartbeat() override; + void TriggerAuraHeartbeat(); void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; } void resetAttackTimer(WeaponAttackType type = BASE_ATTACK); |
