Updated to 8.2.0.31429 (scripts disabled atm, they still need updated)
Code Port from TrinityCore https://github.com/TrinityCore/TrinityCore Casc from WoW-Tools https://github.com/WoW-Tools/CASCExplorer
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@@ -86,8 +86,8 @@ namespace Game
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}
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// stop some emotes at player move
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if (plrMover && (plrMover.GetUInt32Value(UnitFields.NpcEmotestate) != 0))
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plrMover.SetUInt32Value(UnitFields.NpcEmotestate, (uint)Emote.OneshotNone);
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if (plrMover && (plrMover.GetEmoteState() != 0))
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plrMover.SetEmoteState(Emote.OneshotNone);
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//handle special cases
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if (!movementInfo.transport.guid.IsEmpty())
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@@ -189,7 +189,7 @@ namespace Game
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// @todo discard movement packets after the player is rooted
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if (plrMover.IsAlive())
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{
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plrMover.SetFlag(PlayerFields.Flags, PlayerFlags.IsOutOfBounds);
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plrMover.AddPlayerFlag(PlayerFlags.IsOutOfBounds);
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plrMover.EnvironmentalDamage(EnviromentalDamage.FallToVoid, (uint)GetPlayer().GetMaxHealth());
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// player can be alive if GM/etc
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// change the death state to CORPSE to prevent the death timer from
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@@ -200,7 +200,7 @@ namespace Game
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}
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}
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else
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plrMover.RemoveFlag(PlayerFields.Flags, PlayerFlags.IsOutOfBounds);
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plrMover.RemovePlayerFlag(PlayerFlags.IsOutOfBounds);
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if (opcode == ClientOpcodes.MoveJump)
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{
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@@ -264,7 +264,7 @@ namespace Game
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float z = loc.GetPositionZ();
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if (GetPlayer().HasUnitMovementFlag(MovementFlag.Hover))
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z += GetPlayer().GetFloatValue(UnitFields.HoverHeight);
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z += GetPlayer().m_unitData.HoverHeight;
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GetPlayer().Relocate(loc.GetPositionX(), loc.GetPositionY(), z, loc.GetOrientation());
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@@ -393,7 +393,7 @@ namespace Game
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GetPlayer().CastSpell(GetPlayer(), 2479, true);
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// in friendly area
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else if (GetPlayer().IsPvP() && !GetPlayer().HasFlag(PlayerFields.Flags, PlayerFlags.InPVP))
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else if (GetPlayer().IsPvP() && !GetPlayer().HasPlayerFlag(PlayerFlags.InPVP))
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GetPlayer().UpdatePvP(false, false);
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// resummon pet
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@@ -459,7 +459,7 @@ namespace Game
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plMover.CastSpell(plMover, 2479, true);
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// in friendly area
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else if (plMover.IsPvP() && !plMover.HasFlag(PlayerFields.Flags, PlayerFlags.InPVP))
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else if (plMover.IsPvP() && !plMover.HasPlayerFlag(PlayerFlags.InPVP))
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plMover.UpdatePvP(false, false);
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}
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