Core/Creatures: implemented most movement related static flags and migrated existing movement data into static flags
* implemented CREATURE_STATIC_FLAG_AQUATIC - creatures cannot leave liquids * implemented CREATURE_STATIC_FLAG_AMPHIBIOUS - creatures can enter and leave liquids but remain on the ocean floor when swimming is not enabled until engaged * implemented CREATURE_STATIC_FLAG_FLOATING - creatures have their gravity on spawn / reset disabled * implemented CREATURE_STATIC_FLAG_SESSILE - creatures are rooted in place * implemented CREATURE_STATIC_FLAG_CAN_SWIM - creature can swim in liquids * implemented CREATURE_STATIC_FLAG_3_CANNOT_SWIM - Amphibious creatures cannot toggle on swimming * implemented CREATURE_STATIC_FLAG_3_CANNOT_TURN - Creatures cannot turn at all * implemented CREATURE_STATIC_FLAG_4_PREVENT_SWIM - Amphibious creatures won't toggle on swimming until their victim starts leaving the ocean floor * partially implemented CREATURE_STATIC_FLAG_3_CANNOT_PENETRATE_WATER * deprecated CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE as this flag was a hackfix to a wrong implementation that is now gone Port From (https://github.com/TrinityCore/TrinityCore/commit/c541eda54d7e0dddeec329a6beac2948e0b0a40b)
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@@ -3752,7 +3752,18 @@ namespace Game.Entities
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public float GetMapWaterOrGroundLevel(float x, float y, float z, ref float ground)
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{
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return GetMap().GetWaterOrGroundLevel(GetPhaseShift(), x, y, z, ref ground, IsTypeMask(TypeMask.Unit) ? !ToUnit().HasAuraType(AuraType.WaterWalk) : false, GetCollisionHeight());
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bool swimming = true;
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Creature creature = ToCreature();
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if (creature != null)
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swimming = !creature.CannotPenetrateWater() && !creature.HasAuraType(AuraType.WaterWalk);
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else
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{
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Unit unit = ToUnit();
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if (unit != null)
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swimming = !unit.HasAuraType(AuraType.WaterWalk);
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}
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return GetMap().GetWaterOrGroundLevel(GetPhaseShift(), x, y, z, ref ground, swimming, GetCollisionHeight());
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}
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public float GetMapHeight(float x, float y, float z, bool vmap = true, float distanceToSearch = MapConst.DefaultHeightSearch)
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