Updates some enums

Port From (https://github.com/TrinityCore/TrinityCore)
This commit is contained in:
hondacrx
2022-05-29 22:53:33 -04:00
parent ccf3198c7e
commit 965aeb7425
8 changed files with 21 additions and 21 deletions
+4 -4
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@@ -42,14 +42,14 @@ namespace Framework.Constants
RareElite = 2, RareElite = 2,
WorldBoss = 3, WorldBoss = 3,
Rare = 4, Rare = 4,
Unknown = 5 // found in 2.2.3 for 2 mobs EliteTrivial = 5 // found in 2.2.3 for 2 mobs
} }
[Flags] [Flags]
public enum UnitFlags : uint public enum UnitFlags : uint
{ {
ServerControlled = 0x01, ServerControlled = 0x01,
NonAttackable = 0x02, NonAttackable = 0x02, // not attackable, set when creature starts to cast spells with SPELL_EFFECT_SPAWN and cast time, removed when spell hits caster, original name is UNIT_FLAG_SPAWNING. Rename when it will be removed from all scripts
RemoveClientControl = 0x04, // This is a legacy flag used to disable movement player's movement while controlling other units, SMSG_CLIENT_CONTROL replaces this functionality clientside now. CONFUSED and FLEEING flags have the same effect on client movement asDISABLE_MOVE_CONTROL in addition to preventing spell casts/autoattack (they all allow climbing steeper hills and emotes while moving) RemoveClientControl = 0x04, // This is a legacy flag used to disable movement player's movement while controlling other units, SMSG_CLIENT_CONTROL replaces this functionality clientside now. CONFUSED and FLEEING flags have the same effect on client movement asDISABLE_MOVE_CONTROL in addition to preventing spell casts/autoattack (they all allow climbing steeper hills and emotes while moving)
PlayerControlled = 0x08, //controlled by player, use _IMMUNE_TO_PC instead of _IMMUNE_TO_NPC PlayerControlled = 0x08, //controlled by player, use _IMMUNE_TO_PC instead of _IMMUNE_TO_NPC
Rename = 0x10, Rename = 0x10,
@@ -60,7 +60,7 @@ namespace Framework.Constants
ImmuneToNpc = 0x200, ImmuneToNpc = 0x200,
Looting = 0x400, Looting = 0x400,
PetInCombat = 0x800, PetInCombat = 0x800,
Pvp = 0x1000, PvpEnabling = 0x1000,
Silenced = 0x2000, Silenced = 0x2000,
CantSwim = 0x4000, CantSwim = 0x4000,
CanSwim = 0x8000, // shows swim animation in water CanSwim = 0x8000, // shows swim animation in water
@@ -68,7 +68,7 @@ namespace Framework.Constants
Pacified = 0x20000, Pacified = 0x20000,
Stunned = 0x40000, Stunned = 0x40000,
InCombat = 0x80000, InCombat = 0x80000,
TaxiFlight = 0x100000, OnTaxi = 0x100000,
Disarmed = 0x200000, Disarmed = 0x200000,
Confused = 0x400000, Confused = 0x400000,
Fleeing = 0x800000, Fleeing = 0x800000,
@@ -36,7 +36,7 @@ namespace Game.Entities
bool _regenerateHealth; // Set on creation bool _regenerateHealth; // Set on creation
bool _regenerateHealthLock; // Dynamically set bool _regenerateHealthLock; // Dynamically set
bool _isMissingSwimmingFlagOutOfCombat; bool _isMissingCanSwimFlagOutOfCombat;
public ulong m_PlayerDamageReq; public ulong m_PlayerDamageReq;
public float m_SightDistance; public float m_SightDistance;
+8 -8
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@@ -1074,7 +1074,7 @@ namespace Game.Entities
if (!GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.AllowMountedCombat)) if (!GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.AllowMountedCombat))
Dismount(); Dismount();
RefreshSwimmingFlag(); RefreshCanSwimFlag();
if (IsPet() || IsGuardian()) // update pets' speed for catchup OOC speed if (IsPet() || IsGuardian()) // update pets' speed for catchup OOC speed
{ {
@@ -2593,20 +2593,20 @@ namespace Game.Entities
return GetMovementTemplate().IsSwimAllowed(); return GetMovementTemplate().IsSwimAllowed();
} }
public void RefreshSwimmingFlag(bool recheck = false) public void RefreshCanSwimFlag(bool recheck = false)
{ {
if (!_isMissingSwimmingFlagOutOfCombat || recheck) if (!_isMissingCanSwimFlagOutOfCombat || recheck)
_isMissingSwimmingFlagOutOfCombat = !HasUnitFlag(UnitFlags.CanSwim); _isMissingCanSwimFlagOutOfCombat = !HasUnitFlag(UnitFlags.CanSwim);
// Check if the creature has UNIT_FLAG_SWIMMING and add it if it's missing // Check if the creature has UNIT_FLAG_CAN_SWIM and add it if it's missing
// Creatures must be able to chase a target in water if they can enter water // Creatures must be able to chase a target in water if they can enter water
if (_isMissingSwimmingFlagOutOfCombat && CanEnterWater()) if (_isMissingCanSwimFlagOutOfCombat && CanEnterWater())
AddUnitFlag(UnitFlags.CanSwim); AddUnitFlag(UnitFlags.CanSwim);
} }
public bool HasSwimmingFlagOutOfCombat() public bool HasCanSwimFlagOutOfCombat()
{ {
return !_isMissingSwimmingFlagOutOfCombat; return !_isMissingCanSwimFlagOutOfCombat;
} }
public void AllLootRemovedFromCorpse() public void AllLootRemovedFromCorpse()
+2 -2
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@@ -2525,7 +2525,7 @@ namespace Game.Entities
} }
// check flags // check flags
if (unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.TaxiFlight | UnitFlags.NotAttackable1 | UnitFlags.NonAttackable2)) if (unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.OnTaxi | UnitFlags.NotAttackable1 | UnitFlags.NonAttackable2))
return false; return false;
Unit unitOrOwner = unit; Unit unitOrOwner = unit;
@@ -2676,7 +2676,7 @@ namespace Game.Entities
return false; return false;
// check flags for negative spells // check flags for negative spells
if (isNegativeSpell && unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.TaxiFlight | UnitFlags.NotAttackable1 | UnitFlags.NonAttackable2)) if (isNegativeSpell && unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.OnTaxi | UnitFlags.NotAttackable1 | UnitFlags.NonAttackable2))
return false; return false;
if (isNegativeSpell || bySpell == null || !bySpell.HasAttribute(SpellAttr6.AssistIgnoreImmuneFlag)) if (isNegativeSpell || bySpell == null || !bySpell.HasAttribute(SpellAttr6.AssistIgnoreImmuneFlag))
+2 -2
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@@ -5981,7 +5981,7 @@ namespace Game.Entities
UnitFlags.PetInCombat | UnitFlags.Silenced | UnitFlags.Pacified | UnitFlags.PetInCombat | UnitFlags.Silenced | UnitFlags.Pacified |
UnitFlags.Stunned | UnitFlags.InCombat | UnitFlags.Disarmed | UnitFlags.Stunned | UnitFlags.InCombat | UnitFlags.Disarmed |
UnitFlags.Confused | UnitFlags.Fleeing | UnitFlags.Uninteractible | UnitFlags.Confused | UnitFlags.Fleeing | UnitFlags.Uninteractible |
UnitFlags.Skinnable | UnitFlags.Mount | UnitFlags.TaxiFlight); UnitFlags.Skinnable | UnitFlags.Mount | UnitFlags.OnTaxi);
AddUnitFlag(UnitFlags.PlayerControlled); // must be set AddUnitFlag(UnitFlags.PlayerControlled); // must be set
AddUnitFlag2(UnitFlags2.RegeneratePower);// must be set AddUnitFlag2(UnitFlags2.RegeneratePower);// must be set
@@ -7133,7 +7133,7 @@ namespace Game.Entities
{ {
m_taxi.ClearTaxiDestinations(); // not destinations, clear source node m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
Dismount(); Dismount();
RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight); RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.OnTaxi);
} }
public void ContinueTaxiFlight() public void ContinueTaxiFlight()
+1 -1
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@@ -425,7 +425,7 @@ namespace Game.Entities
Creature creature = ToCreature(); Creature creature = ToCreature();
if (creature != null) if (creature != null)
creature.RefreshSwimmingFlag(); creature.RefreshCanSwimFlag();
if (!IsPlayer() || !charmer.IsPlayer()) if (!IsPlayer() || !charmer.IsPlayer())
{ {
@@ -50,7 +50,7 @@ namespace Game.Movement
RemoveFlag(MovementGeneratorFlags.Deactivated); RemoveFlag(MovementGeneratorFlags.Deactivated);
owner.CombatStopWithPets(); owner.CombatStopWithPets();
owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight); owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.OnTaxi);
uint end = GetPathAtMapEnd(); uint end = GetPathAtMapEnd();
uint currentNodeId = GetCurrentNode(); uint currentNodeId = GetCurrentNode();
@@ -139,7 +139,7 @@ namespace Game.Movement
uint taxiNodeId = owner.m_taxi.GetTaxiDestination(); uint taxiNodeId = owner.m_taxi.GetTaxiDestination();
owner.m_taxi.ClearTaxiDestinations(); owner.m_taxi.ClearTaxiDestinations();
owner.Dismount(); owner.Dismount();
owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight); owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.OnTaxi);
if (owner.m_taxi.Empty()) if (owner.m_taxi.Empty())
{ {
@@ -74,7 +74,7 @@ namespace Game.AI
if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled)) if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled))
{ {
if (!owner.HasSwimmingFlagOutOfCombat()) if (!owner.HasCanSwimFlagOutOfCombat())
owner.RemoveUnitFlag(UnitFlags.CanSwim); owner.RemoveUnitFlag(UnitFlags.CanSwim);
owner.SetSpawnHealth(); owner.SetSpawnHealth();