Core/Movement: Rename splineElevation in MovementInfo to stepUpStartElevation (official name)
Port From (https://github.com/TrinityCore/TrinityCore/commit/8630a55c58a7555dd44cc20fee6252e323ed0408)
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@@ -292,7 +292,7 @@ namespace Game.Entities
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data.WriteFloat(unit.GetOrientation());
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data.WriteFloat(unit.m_movementInfo.Pitch); // Pitch
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data.WriteFloat(unit.m_movementInfo.SplineElevation); // StepUpStartElevation
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data.WriteFloat(unit.m_movementInfo.stepUpStartElevation); // StepUpStartElevation
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data.WriteUInt32(0); // RemoveForcesIDs.size()
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data.WriteUInt32(0); // MoveIndex
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@@ -3744,7 +3744,7 @@ namespace Game.Entities
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public float Pitch { get; set; }
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public Inertia? inertia;
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public JumpInfo jump;
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public float SplineElevation { get; set; }
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public float stepUpStartElevation { get; set; }
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public MovementInfo()
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{
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@@ -2013,10 +2013,10 @@ namespace Game.Entities
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RemoveViolatingFlags(mi.HasMovementFlag(MovementFlag.DisableGravity | MovementFlag.CanFly) && mi.HasMovementFlag(MovementFlag.Falling),
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MovementFlag.Falling);
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RemoveViolatingFlags(mi.HasMovementFlag(MovementFlag.SplineElevation) && MathFunctions.fuzzyEq(mi.SplineElevation, 0.0f), MovementFlag.SplineElevation);
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RemoveViolatingFlags(mi.HasMovementFlag(MovementFlag.SplineElevation) && MathFunctions.fuzzyEq(mi.stepUpStartElevation, 0.0f), MovementFlag.SplineElevation);
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// Client first checks if spline elevation != 0, then verifies flag presence
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if (MathFunctions.fuzzyNe(mi.SplineElevation, 0.0f))
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if (MathFunctions.fuzzyNe(mi.stepUpStartElevation, 0.0f))
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mi.AddMovementFlag(MovementFlag.SplineElevation);
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}
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public void HandleFall(MovementInfo movementInfo)
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@@ -86,7 +86,7 @@ namespace Game.Networking.Packets
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movementInfo.Pos.Relocate(x, y, z, o);
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movementInfo.Pitch = data.ReadFloat();
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movementInfo.SplineElevation = data.ReadFloat();
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movementInfo.stepUpStartElevation = data.ReadFloat();
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uint removeMovementForcesCount = data.ReadUInt32();
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@@ -157,7 +157,7 @@ namespace Game.Networking.Packets
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data.WriteFloat(movementInfo.Pos.GetPositionZ());
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data.WriteFloat(movementInfo.Pos.GetOrientation());
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data.WriteFloat(movementInfo.Pitch);
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data.WriteFloat(movementInfo.SplineElevation);
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data.WriteFloat(movementInfo.stepUpStartElevation);
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uint removeMovementForcesCount = 0;
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data.WriteUInt32(removeMovementForcesCount);
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