Core/Misc: Rename UNIT_FLAG_NOT_SELECTABLE to UNIT_FLAG_UNINTERACTIBLE

Port From (https://github.com/TrinityCore/TrinityCore/commit/c4906ce60be52c9a678287672a6461c3068beea3)
This commit is contained in:
hondacrx
2022-05-29 22:48:47 -04:00
parent 22238656ae
commit ccf3198c7e
13 changed files with 29 additions and 29 deletions
+1 -1
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@@ -73,7 +73,7 @@ namespace Framework.Constants
Confused = 0x400000,
Fleeing = 0x800000,
Possessed = 0x1000000, // under direct client control by a player (possess or vehicle)
NotSelectable = 0x2000000,
Uninteractible = 0x2000000,
Skinnable = 0x4000000,
Mount = 0x8000000,
Unk28 = 0x10000000,
+1 -1
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@@ -386,7 +386,7 @@ namespace Game.AI
point.AddUnitFlag(UnitFlags.Stunned);
point.SetImmuneToAll(true);
if (!hasOutOfBoundsNeighbor)
point.AddUnitFlag(UnitFlags.NotSelectable);
point.AddUnitFlag(UnitFlags.Uninteractible);
}
Q.Remove(front);
}
+2 -2
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@@ -516,7 +516,7 @@ namespace Game.BattleFields
{
creature.CombatStop();
creature.SetReactState(ReactStates.Passive);
creature.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable);
creature.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible);
creature.DisappearAndDie();
creature.SetVisible(false);
}
@@ -524,7 +524,7 @@ namespace Game.BattleFields
public void ShowNpc(Creature creature, bool aggressive)
{
creature.SetVisible(true);
creature.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable);
creature.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible);
if (!creature.IsAlive())
creature.Respawn(true);
if (aggressive)
@@ -688,9 +688,9 @@ namespace Game.BattleGrounds.Zones
if (dem)
{
if (start)
dem.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable);
dem.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible);
else
dem.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable);
dem.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible);
}
}
}
+2 -2
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@@ -414,7 +414,7 @@ namespace Game.Entities
// trigger creature is always not selectable and can not be attacked
if (IsTrigger())
AddUnitFlag(UnitFlags.NotSelectable);
AddUnitFlag(UnitFlags.Uninteractible);
InitializeReactState();
@@ -2252,7 +2252,7 @@ namespace Game.Entities
if (IsCivilian())
return false;
if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable) || IsImmuneToNPC())
if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible) || IsImmuneToNPC())
return false;
// skip fighting creature
@@ -2272,9 +2272,9 @@ namespace Game.Entities
uint GetViewerDependentFlags(UnitData unitData, Unit unit, Player receiver)
{
uint flags = unitData.Flags;
// Gamemasters should be always able to select units - remove not selectable flag
// Update fields of triggers, transformed units or uninteractible units (values dependent on GM state)
if (receiver.IsGameMaster())
flags &= ~(uint)UnitFlags.NotSelectable;
flags &= ~(uint)UnitFlags.Uninteractible;
return flags;
}
+2 -2
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@@ -2514,7 +2514,7 @@ namespace Game.Entities
return false;
// can't attack untargetable
if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.NotSelectable))
if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.Uninteractible))
return false;
Player playerAttacker = ToPlayer();
@@ -2672,7 +2672,7 @@ namespace Game.Entities
return false;
// can't assist untargetable
if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget && unitTarget.HasUnitFlag(UnitFlags.NotSelectable))
if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget && unitTarget.HasUnitFlag(UnitFlags.Uninteractible))
return false;
// check flags for negative spells
+2 -2
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@@ -3588,7 +3588,7 @@ namespace Game.Entities
{
Creature creature = GetMap().GetCreature(guid);
// Update fields of triggers, transformed units or unselectable units (values dependent on GM state)
if (creature == null || (!creature.IsTrigger() && !creature.HasAuraType(AuraType.Transform) && !creature.HasUnitFlag(UnitFlags.NotSelectable)))
if (creature == null || (!creature.IsTrigger() && !creature.HasAuraType(AuraType.Transform) && !creature.HasUnitFlag(UnitFlags.Uninteractible)))
continue;
creature.m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.DisplayID);
@@ -5980,7 +5980,7 @@ namespace Game.Entities
UnitFlags.ImmuneToPc | UnitFlags.ImmuneToNpc | UnitFlags.Looting |
UnitFlags.PetInCombat | UnitFlags.Silenced | UnitFlags.Pacified |
UnitFlags.Stunned | UnitFlags.InCombat | UnitFlags.Disarmed |
UnitFlags.Confused | UnitFlags.Fleeing | UnitFlags.NotSelectable |
UnitFlags.Confused | UnitFlags.Fleeing | UnitFlags.Uninteractible |
UnitFlags.Skinnable | UnitFlags.Mount | UnitFlags.TaxiFlight);
AddUnitFlag(UnitFlags.PlayerControlled); // must be set
+1 -1
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@@ -160,7 +160,7 @@ namespace Game.Entities
if (!IsAlive())
return false;
if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable))
if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible))
return false;
if (IsTypeId(TypeId.Player) && ToPlayer().IsGameMaster())
+5 -5
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@@ -374,8 +374,8 @@ namespace Game.Entities
unit.SetDisableGravity(false);
// Remove UNIT_FLAG_NOT_SELECTABLE if passenger did not have it before entering vehicle
if (seat.Value.SeatInfo.HasFlag(VehicleSeatFlags.PassengerNotSelectable) && !seat.Value.Passenger.IsUnselectable)
unit.RemoveUnitFlag(UnitFlags.NotSelectable);
if (seat.Value.SeatInfo.HasFlag(VehicleSeatFlags.PassengerNotSelectable) && !seat.Value.Passenger.IsUninteractible)
unit.RemoveUnitFlag(UnitFlags.Uninteractible);
seat.Value.Passenger.Reset();
@@ -644,7 +644,7 @@ namespace Game.Entities
Passenger.SetVehicle(Target);
Seat.Value.Passenger.Guid = Passenger.GetGUID();
Seat.Value.Passenger.IsUnselectable = Passenger.HasUnitFlag(UnitFlags.NotSelectable);
Seat.Value.Passenger.IsUninteractible = Passenger.HasUnitFlag(UnitFlags.Uninteractible);
Seat.Value.Passenger.IsGravityDisabled = Passenger.HasUnitMovementFlag(MovementFlag.DisableGravity);
if (Seat.Value.SeatInfo.CanEnterOrExit())
{
@@ -767,13 +767,13 @@ namespace Game.Entities
public struct PassengerInfo
{
public ObjectGuid Guid;
public bool IsUnselectable;
public bool IsUninteractible;
public bool IsGravityDisabled;
public void Reset()
{
Guid = ObjectGuid.Empty;
IsUnselectable = false;
IsUninteractible = false;
IsGravityDisabled = false;
}
}
+1 -1
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@@ -2167,7 +2167,7 @@ namespace Game.Maps
public bool Invoke(Unit u)
{
// Check contains checks for: live, non-selectable, non-attackable flags, flight check and GM check, ignore totems
// Check contains checks for: live, uninteractible, non-attackable flags, flight check and GM check, ignore totems
if (u.IsTypeId(TypeId.Unit) && u.IsTotem())
return false;
+3 -3
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@@ -101,7 +101,7 @@ namespace Scripts.World.EmeraldDragons
public override void Reset()
{
base.Reset();
me.RemoveUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable);
me.RemoveUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable);
me.SetReactState(ReactStates.Aggressive);
DoCast(me, SpellIds.MarkOfNatureAura, new CastSpellExtraArgs(true));
@@ -453,7 +453,7 @@ namespace Scripts.World.EmeraldDragons
_shades += (byte)SpellIds.TaerarShadeSpells.Length;
DoCast(SpellIds.Shade);
me.AddUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable);
me.AddUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable);
me.SetReactState(ReactStates.Passive);
++_stage;
@@ -472,7 +472,7 @@ namespace Scripts.World.EmeraldDragons
{
_banished = false;
me.RemoveUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable);
me.RemoveUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable);
me.RemoveAurasDueToSpell(SpellIds.Shade);
me.SetReactState(ReactStates.Aggressive);
}
+5 -5
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@@ -810,7 +810,7 @@ namespace Scripts.World.NpcSpecial
public override void Reset()
{
Initialize();
me.RemoveUnitFlag(UnitFlags.NotSelectable);
me.RemoveUnitFlag(UnitFlags.Uninteractible);
}
public void BeginEvent(Player player)
@@ -835,7 +835,7 @@ namespace Scripts.World.NpcSpecial
}
Event = true;
me.AddUnitFlag(UnitFlags.NotSelectable);
me.AddUnitFlag(UnitFlags.Uninteractible);
}
public void PatientDied(Position point)
@@ -992,7 +992,7 @@ namespace Scripts.World.NpcSpecial
Initialize();
//no select
me.RemoveUnitFlag(UnitFlags.NotSelectable);
me.RemoveUnitFlag(UnitFlags.Uninteractible);
//no regen health
me.AddUnitFlag(UnitFlags.InCombat);
@@ -1038,7 +1038,7 @@ namespace Scripts.World.NpcSpecial
}
//make not selectable
me.AddUnitFlag(UnitFlags.NotSelectable);
me.AddUnitFlag(UnitFlags.Uninteractible);
//regen health
me.RemoveUnitFlag(UnitFlags.InCombat);
@@ -1075,7 +1075,7 @@ namespace Scripts.World.NpcSpecial
if (me.IsAlive() && me.GetHealth() <= 6)
{
me.RemoveUnitFlag(UnitFlags.InCombat);
me.AddUnitFlag(UnitFlags.NotSelectable);
me.AddUnitFlag(UnitFlags.Uninteractible);
me.SetDeathState(DeathState.JustDied);
me.AddDynamicFlag(UnitDynFlags.Dead);