refactor(Core/Misc): Define & Rename Attributes and flags (#5193)

This commit is contained in:
Kitzunu
2021-04-15 14:16:39 +02:00
committed by GitHub
parent 0a12aed4bb
commit 33aeadf8b6
27 changed files with 224 additions and 224 deletions

View File

@@ -354,7 +354,7 @@ public:
{
case ACTION_STAND_UP:
summons.DespawnEntry(WORLD_TRIGGER);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetReactState(REACT_AGGRESSIVE);
@@ -623,7 +623,7 @@ public:
{
case ACTION_STAND_UP:
summons.DespawnEntry(WORLD_TRIGGER);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetReactState(REACT_AGGRESSIVE);
@@ -916,7 +916,7 @@ public:
{
case ACTION_STAND_UP:
summons.DespawnEntry(WORLD_TRIGGER);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetReactState(REACT_AGGRESSIVE);

View File

@@ -734,7 +734,7 @@ public:
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->UpdateEntry(NPC_REANIMATED_FANATIC);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED | UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED | UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT | UNIT_FLAG_NOT_SELECTABLE);
me->SetReactState(REACT_AGGRESSIVE);
DoZoneInCombat(me);
me->CastSpell(me, SPELL_FANATIC_S_DETERMINATION);
@@ -748,7 +748,7 @@ public:
me->CastSpell(me, SPELL_FULL_HEAL, true);
me->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED | UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED | UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT | UNIT_FLAG_NOT_SELECTABLE);
Reset();
events.ScheduleEvent(EVENT_CULTIST_DARK_MARTYRDOM_REVIVE, 6000);
break;
@@ -855,7 +855,7 @@ public:
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->UpdateEntry(NPC_REANIMATED_ADHERENT);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED | UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED | UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT | UNIT_FLAG_NOT_SELECTABLE);
me->SetReactState(REACT_AGGRESSIVE);
DoZoneInCombat(me);
me->CastSpell(me, SPELL_ADHERENT_S_DETERMINATION);
@@ -869,7 +869,7 @@ public:
me->CastSpell(me, SPELL_FULL_HEAL, true);
me->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED | UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED | UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT | UNIT_FLAG_NOT_SELECTABLE);
Reset();
events.ScheduleEvent(EVENT_CULTIST_DARK_MARTYRDOM_REVIVE, 6000);
break;

View File

@@ -1127,7 +1127,7 @@ public:
{
Talk(EMOTE_SVALNA_IMPALE, target);
summon->CastCustomSpell(VEHICLE_SPELL_RIDE_HARDCODED, SPELLVALUE_BASE_POINT0, 1, target, false);
summon->SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_UNK1 | UNIT_FLAG2_ALLOW_ENEMY_INTERACT);
summon->SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_HIDE_BODY | UNIT_FLAG2_ALLOW_ENEMY_INTERACT);
}
break;
default: