Core/Units: Named unit flags
Port From (https://github.com/TrinityCore/TrinityCore/commit/b4952db4640ee3ec6a7df8545b5c582202f36405)
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@@ -499,7 +499,7 @@ namespace Game.Entities
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if (attType != WeaponAttackType.BaseAttack && attType != WeaponAttackType.OffAttack)
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return;
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if (IsTypeId(TypeId.Unit) && !HasUnitFlag(UnitFlags.Possessed) && !HasUnitFlag2(UnitFlags2.DisableTurn))
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if (IsTypeId(TypeId.Unit) && !HasUnitFlag(UnitFlags.Possessed) && !HasUnitFlag2(UnitFlags2.CannotTurn))
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SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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// melee attack spell casted at main hand attack only - no normal melee dmg dealt
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@@ -52,7 +52,7 @@ namespace Game.Entities
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public virtual bool CanSwim()
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{
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// Mirror client behavior, if this method returns false then client will not use swimming animation and for players will apply gravity as if there was no water
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if (HasUnitFlag(UnitFlags.CannotSwim))
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if (HasUnitFlag(UnitFlags.CantSwim))
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return false;
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if (HasUnitFlag(UnitFlags.PlayerControlled)) // is player
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return true;
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@@ -61,7 +61,7 @@ namespace Game.Entities
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if (IsPet() && HasUnitFlag(UnitFlags.PetInCombat))
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return true;
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return HasUnitFlag(UnitFlags.Rename | UnitFlags.Swimming);
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return HasUnitFlag(UnitFlags.Rename | UnitFlags.CanSwim);
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}
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public bool IsInWater()
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{
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