Core/Auras: Defined and implemented many new interrupt flags
Port From (https://github.com/TrinityCore/TrinityCore/commit/9b5a46ca2bb3a4632cb9914e0899df611a47d935)
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@@ -582,7 +582,7 @@ namespace Game.Entities
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if (relocated)
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{
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Move);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Moving);
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// move and update visible state if need
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if (IsTypeId(TypeId.Player))
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@@ -787,9 +787,9 @@ namespace Game.Entities
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{
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// remove appropriate auras if we are swimming/not swimming respectively
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if (inWater)
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.NotAbovewater);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.UnderWater);
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else
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.NotUnderwater);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.AboveWater);
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}
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public virtual void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> liquidData)
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@@ -1348,7 +1348,7 @@ namespace Game.Entities
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RemoveVehicleKit();
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}
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.NotMounted);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Dismount);
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// only resummon old pet if the player is already added to a map
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// this prevents adding a pet to a not created map which would otherwise cause a crash
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