Core/Player: moved indoors/outdoors aura interrupting mechanic into heartbeat and movement handling

Port From (https://github.com/TrinityCore/TrinityCore/commit/5a169f6eae45a7578d6e312cdba9825f6fc24fa5)
This commit is contained in:
Hondacrx
2024-08-19 11:50:36 -04:00
parent 31ce0c6719
commit 4fbca2d838
2 changed files with 28 additions and 5 deletions
+17
View File
@@ -208,6 +208,23 @@ namespace Game
plrMover.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2.Jump); // Mind Control
Unit.ProcSkillsAndAuras(plrMover, null, new ProcFlagsInit(ProcFlags.Jump), new ProcFlagsInit(ProcFlags.None), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
}
// Whenever a player stops a movement action, an indoor/outdoor check is being performed
switch (opcode)
{
case ClientOpcodes.MoveSetFly:
case ClientOpcodes.MoveFallLand:
case ClientOpcodes.MoveStop:
case ClientOpcodes.MoveStopStrafe:
case ClientOpcodes.MoveStopTurn:
case ClientOpcodes.MoveStopSwim:
case ClientOpcodes.MoveStopPitch:
case ClientOpcodes.MoveStopAscend:
plrMover.CheckOutdoorsAuraRequirements();
break;
default:
break;
}
}
}