Remove auras interrupted by falling when we fall to the ground or water
Port From (https://github.com/TrinityCore/TrinityCore/commit/825719c25ca82ee94af85d1a7f2e99ce7ef5c9df)
This commit is contained in:
@@ -2078,7 +2078,6 @@ namespace Game.Entities
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movementInfo.Pos.posZ, height, GetPositionZ(), movementInfo.jump.fallTime, height, damage, safe_fall);
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movementInfo.Pos.posZ, height, GetPositionZ(), movementInfo.jump.fallTime, height, damage, safe_fall);
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}
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}
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}
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}
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Landing); // No fly zone - Parachute
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}
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}
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public void UpdateFallInformationIfNeed(MovementInfo minfo, ClientOpcodes opcode)
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public void UpdateFallInformationIfNeed(MovementInfo minfo, ClientOpcodes opcode)
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{
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{
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@@ -136,6 +136,10 @@ namespace Game
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if (opcode == ClientOpcodes.MoveFallLand && plrMover && !plrMover.IsInFlight())
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if (opcode == ClientOpcodes.MoveFallLand && plrMover && !plrMover.IsInFlight())
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plrMover.HandleFall(movementInfo);
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plrMover.HandleFall(movementInfo);
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// interrupt parachutes upon falling or landing in water
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if (opcode == ClientOpcodes.MoveFallLand || opcode == ClientOpcodes.MoveStartSwim)
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mover.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Landing); // Parachutes
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if (plrMover && movementInfo.HasMovementFlag(MovementFlag.Swimming) != plrMover.IsInWater())
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if (plrMover && movementInfo.HasMovementFlag(MovementFlag.Swimming) != plrMover.IsInWater())
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{
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{
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// now client not include swimming flag in case jumping under water
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// now client not include swimming flag in case jumping under water
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