Core/Player: moved indoors/outdoors aura interrupting mechanic into heartbeat and movement handling
Port From (https://github.com/TrinityCore/TrinityCore/commit/5a169f6eae45a7578d6e312cdba9825f6fc24fa5)
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@@ -208,6 +208,23 @@ namespace Game
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plrMover.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2.Jump); // Mind Control
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Unit.ProcSkillsAndAuras(plrMover, null, new ProcFlagsInit(ProcFlags.Jump), new ProcFlagsInit(ProcFlags.None), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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}
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// Whenever a player stops a movement action, an indoor/outdoor check is being performed
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switch (opcode)
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{
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case ClientOpcodes.MoveSetFly:
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case ClientOpcodes.MoveFallLand:
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case ClientOpcodes.MoveStop:
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case ClientOpcodes.MoveStopStrafe:
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case ClientOpcodes.MoveStopTurn:
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case ClientOpcodes.MoveStopSwim:
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case ClientOpcodes.MoveStopPitch:
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case ClientOpcodes.MoveStopAscend:
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plrMover.CheckOutdoorsAuraRequirements();
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break;
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default:
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break;
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}
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}
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}
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