Core/Entities: Remove phasemask
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@@ -43,7 +43,6 @@ namespace Game.Entities
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{
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_name = "";
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m_isWorldObject = isWorldObject;
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phaseMask = PhaseMasks.Normal;
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m_serverSideVisibility.SetValue(ServerSideVisibilityType.Ghost, GhostVisibilityType.Alive | GhostVisibilityType.Ghost);
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m_serverSideVisibilityDetect.SetValue(ServerSideVisibilityType.Ghost, GhostVisibilityType.Alive);
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@@ -2045,7 +2044,7 @@ namespace Game.Entities
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Map map = GetMap();
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GameObject go = new GameObject();
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if (!go.Create(entry, map, GetPhaseMask(), pos, rotation, 255, GameObjectState.Ready))
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if (!go.Create(entry, map, pos, rotation, 255, GameObjectState.Ready))
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return null;
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go.CopyPhaseFrom(this);
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@@ -2155,14 +2154,6 @@ namespace Game.Entities
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return (valuesCount > (uint)UnitFields.CombatReach) ? GetFloatValue(UnitFields.CombatReach) : SharedConst.DefaultWorldObjectSize;
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}
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public virtual void SetPhaseMask(uint newPhaseMask, bool update)
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{
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phaseMask = newPhaseMask;
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if (update && IsInWorld)
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UpdateObjectVisibility();
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}
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bool HasInPhaseList(uint phase)
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{
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return _phases.Contains(phase);
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@@ -2209,20 +2200,14 @@ namespace Game.Entities
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foreach (var eff in auraPhaseList)
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{
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uint phase = (uint)eff.GetMiscValueB();
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bool up = SetInPhase(phase, false, true);
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if (!updateNeeded && up)
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updateNeeded = true;
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updateNeeded = SetInPhase(phase, false, true) || updateNeeded;
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}
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var auraPhaseGroupList = unit.GetAuraEffectsByType(AuraType.PhaseGroup);
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foreach (var eff in auraPhaseGroupList)
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{
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bool up = false;
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uint phaseGroup = (uint)eff.GetMiscValueB();
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foreach (uint phase in Global.DB2Mgr.GetPhasesForGroup(phaseGroup))
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up = SetInPhase(phase, false, true);
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if (!updateNeeded && up)
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updateNeeded = true;
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updateNeeded = SetInPhase(phase, false, true) || updateNeeded;
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}
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}
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@@ -2242,13 +2227,17 @@ namespace Game.Entities
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{
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if (apply)
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{
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if (HasInPhaseList(id)) // do not run the updates if we are already in this phase
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// do not run the updates if we are already in this phase
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if (_phases.Contains(id))
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return false;
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_phases.Add(id);
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}
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else
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{
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if (!_phases.Contains(id))
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return false;
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// if area phase passes the condition we should not remove it (ie: if remove called from aura remove)
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// this however breaks the .mod phase command, you wont be able to remove any area based phases with it
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var phases = Global.ObjectMgr.GetPhasesForArea(GetAreaId());
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@@ -2262,8 +2251,6 @@ namespace Game.Entities
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}
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}
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if (!HasInPhaseList(id)) // do not run the updates if we are not in this phase
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return false;
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_phases.Remove(id);
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}
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}
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@@ -2400,7 +2387,6 @@ namespace Game.Entities
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}
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}
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public uint GetPhaseMask() { return phaseMask; }
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public List<uint> GetPhases() { return _phases; }
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public List<uint> GetTerrainSwaps() { return _terrainSwaps; }
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public List<uint> GetWorldMapAreaSwaps() { return _worldMapAreaSwaps; }
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@@ -3172,7 +3158,6 @@ namespace Game.Entities
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Transport m_transport;
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Map _currMap;
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uint instanceId;
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uint phaseMask;
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List<uint> _phases = new List<uint>();
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List<uint> _terrainSwaps = new List<uint>();
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List<uint> _worldMapAreaSwaps = new List<uint>();
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