diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Unit/UnitDefines.h | 2 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/enuminfo_UnitDefines.cpp | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Entities/Unit/UnitDefines.h b/src/server/game/Entities/Unit/UnitDefines.h index c01abc144e9..4603c2d891c 100644 --- a/src/server/game/Entities/Unit/UnitDefines.h +++ b/src/server/game/Entities/Unit/UnitDefines.h @@ -118,7 +118,7 @@ enum UnitMoveType enum UnitFlags : uint32 { UNIT_FLAG_SERVER_CONTROLLED = 0x00000001, // set only when unit movement is controlled by server - by SPLINE/MONSTER_MOVE packets, together with UNIT_FLAG_STUNNED; only set to units controlled by client; client function CGUnit_C::IsClientControlled returns false when set for owner - UNIT_FLAG_NON_ATTACKABLE = 0x00000002, // not attackable + UNIT_FLAG_NON_ATTACKABLE = 0x00000002, // not attackable, set when creature starts to cast spells with SPELL_EFFECT_SPAWN and cast time, removed when spell hits caster, original name is UNIT_FLAG_SPAWNING. Rename when it will be removed from all scripts UNIT_FLAG_REMOVE_CLIENT_CONTROL = 0x00000004, // This is a legacy flag used to disable movement player's movement while controlling other units, SMSG_CLIENT_CONTROL replaces this functionality clientside now. CONFUSED and FLEEING flags have the same effect on client movement asDISABLE_MOVE_CONTROL in addition to preventing spell casts/autoattack (they all allow climbing steeper hills and emotes while moving) UNIT_FLAG_PLAYER_CONTROLLED = 0x00000008, // controlled by player, use _IMMUNE_TO_PC instead of _IMMUNE_TO_NPC UNIT_FLAG_RENAME = 0x00000010, diff --git a/src/server/game/Entities/Unit/enuminfo_UnitDefines.cpp b/src/server/game/Entities/Unit/enuminfo_UnitDefines.cpp index 0457897c0ac..1520ded89a5 100644 --- a/src/server/game/Entities/Unit/enuminfo_UnitDefines.cpp +++ b/src/server/game/Entities/Unit/enuminfo_UnitDefines.cpp @@ -32,7 +32,7 @@ TC_API_EXPORT EnumText EnumUtils<UnitFlags>::ToString(UnitFlags value) switch (value) { case UNIT_FLAG_SERVER_CONTROLLED: return { "UNIT_FLAG_SERVER_CONTROLLED", "UNIT_FLAG_SERVER_CONTROLLED", "set only when unit movement is controlled by server - by SPLINE/MONSTER_MOVE packets, together with UNIT_FLAG_STUNNED; only set to units controlled by client; client function CGUnit_C::IsClientControlled returns false when set for owner" }; - case UNIT_FLAG_NON_ATTACKABLE: return { "UNIT_FLAG_NON_ATTACKABLE", "UNIT_FLAG_NON_ATTACKABLE", "not attackable" }; + case UNIT_FLAG_NON_ATTACKABLE: return { "UNIT_FLAG_NON_ATTACKABLE", "UNIT_FLAG_NON_ATTACKABLE", "not attackable, set when creature starts to cast spells with SPELL_EFFECT_SPAWN and cast time, removed when spell hits caster, original name is UNIT_FLAG_SPAWNING. Rename when it will be removed from all scripts" }; case UNIT_FLAG_REMOVE_CLIENT_CONTROL: return { "UNIT_FLAG_REMOVE_CLIENT_CONTROL", "UNIT_FLAG_REMOVE_CLIENT_CONTROL", "This is a legacy flag used to disable movement player's movement while controlling other units, SMSG_CLIENT_CONTROL replaces this functionality clientside now. CONFUSED and FLEEING flags have the same effect on client movement asDISABLE_MOVE_CONTROL in addition to preventing spell casts/autoattack (they all allow climbing steeper hills and emotes while moving)" }; case UNIT_FLAG_PLAYER_CONTROLLED: return { "UNIT_FLAG_PLAYER_CONTROLLED", "UNIT_FLAG_PLAYER_CONTROLLED", "controlled by player, use _IMMUNE_TO_PC instead of _IMMUNE_TO_NPC" }; case UNIT_FLAG_RENAME: return { "UNIT_FLAG_RENAME", "UNIT_FLAG_RENAME", "" }; |