// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.Constants; using Game.DataStorage; using Game.Entities; using Game.Networking; using Game.Networking.Packets; namespace Game { public partial class WorldSession { [WorldPacketHandler(ClientOpcodes.AttackSwing, Processing = PacketProcessing.Inplace)] void HandleAttackSwing(AttackSwing packet) { Unit enemy = Global.ObjAccessor.GetUnit(GetPlayer(), packet.Victim); if (enemy == null) { // stop attack state at client SendAttackStop(null); return; } if (!GetPlayer().IsValidAttackTarget(enemy)) { // stop attack state at client SendAttackStop(enemy); return; } //! Client explicitly checks the following before sending CMSG_ATTACKSWING packet, //! so we'll place the same check here. Note that it might be possible to reuse this snippet //! in other places as well. Vehicle vehicle = GetPlayer().GetVehicle(); if (vehicle != null) { VehicleSeatRecord seat = vehicle.GetSeatForPassenger(GetPlayer()); Cypher.Assert(seat != null); if (!seat.HasFlag(VehicleSeatFlags.CanAttack)) { SendAttackStop(enemy); return; } } GetPlayer().Attack(enemy, true); } [WorldPacketHandler(ClientOpcodes.AttackStop, Processing = PacketProcessing.Inplace)] void HandleAttackStop(AttackStop packet) { GetPlayer().AttackStop(); } [WorldPacketHandler(ClientOpcodes.SetSheathed, Processing = PacketProcessing.Inplace)] void HandleSetSheathed(SetSheathed packet) { if (packet.CurrentSheathState >= (int)SheathState.Max) { Log.outError(LogFilter.Network, "Unknown sheath state {0} ??", packet.CurrentSheathState); return; } GetPlayer().SetSheath((SheathState)packet.CurrentSheathState); } void SendAttackStop(Unit enemy) { SendPacket(new SAttackStop(GetPlayer(), enemy)); } } }