Core/Player: fix periodic eating and drinking emotes

Port From (https://github.com/TrinityCore/TrinityCore/commit/753d5a5d5f332791ccc97cf481f064822aa39be8)
This commit is contained in:
hondacrx
2021-10-02 19:48:52 -04:00
parent 9be431bb56
commit 18eb2cbe81
3 changed files with 31 additions and 0 deletions
@@ -34,6 +34,9 @@ namespace Framework.Constants
public const float TrajectoryMissileSize = 3.0f; public const float TrajectoryMissileSize = 3.0f;
public const int MaxPowersPerSpell = 4; public const int MaxPowersPerSpell = 4;
public const uint VisualKitFood = 406;
public const uint VisualKitDrink = 438;
} }
@@ -157,6 +157,7 @@ namespace Game.Entities
byte m_swingErrorMsg; byte m_swingErrorMsg;
uint m_combatExitTime; uint m_combatExitTime;
uint m_regenTimerCount; uint m_regenTimerCount;
uint m_foodEmoteTimerCount;
uint m_weaponChangeTimer; uint m_weaponChangeTimer;
//Quest //Quest
+27
View File
@@ -3647,6 +3647,7 @@ namespace Game.Entities
void RegenerateAll() void RegenerateAll()
{ {
m_regenTimerCount += RegenTimer; m_regenTimerCount += RegenTimer;
m_foodEmoteTimerCount += RegenTimer;
for (PowerType power = PowerType.Mana; power < PowerType.Max; power++)// = power + 1) for (PowerType power = PowerType.Mana; power < PowerType.Max; power++)// = power + 1)
if (power != PowerType.Runes) if (power != PowerType.Runes)
@@ -3683,6 +3684,32 @@ namespace Game.Entities
} }
RegenTimer = 0; 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)
{
List<AuraEffect> auraList = GetAuraEffectsByType(AuraType.ModRegen);
auraList.AddRange(GetAuraEffectsByType(AuraType.ModPowerRegen));
foreach (var auraEffect in auraList)
{
// Food emote comes above drinking emote if we have to decide (mage regen food for example)
if (auraEffect.GetBase().HasEffectType(AuraType.ModRegen) && auraEffect.GetSpellInfo().HasAuraInterruptFlag(SpellAuraInterruptFlags.Standing))
{
SendPlaySpellVisualKit(SpellConst.VisualKitFood, 0, 0);
break;
}
else if (auraEffect.GetBase().HasEffectType(AuraType.ModPowerRegen) && auraEffect.GetSpellInfo().HasAuraInterruptFlag(SpellAuraInterruptFlags.Standing))
{
SendPlaySpellVisualKit(SpellConst.VisualKitDrink, 0, 0);
break;
}
}
m_foodEmoteTimerCount -= 5000;
}
} }
void Regenerate(PowerType power) void Regenerate(PowerType power)
{ {