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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-29 16:43:47 +00:00
Merge branch 'master' into Playerbot
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@@ -633,7 +633,7 @@ public:
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typedef std::multimap<AuraStateType, AuraApplication*> AuraStateAurasMap;
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typedef std::pair<AuraStateAurasMap::const_iterator, AuraStateAurasMap::const_iterator> AuraStateAurasMapBounds;
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typedef std::list<AuraEffect*> AuraEffectList;
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typedef std::vector<AuraEffect*> AuraEffectList;
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typedef std::list<Aura*> AuraList;
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typedef std::list<AuraApplication*> AuraApplicationList;
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typedef std::list<DiminishingReturn> Diminishing;
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@@ -818,9 +818,11 @@ public:
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bool _IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) const;
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// Combat range
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[[nodiscard]] float GetBoundaryRadius() const { return m_floatValues[UNIT_FIELD_BOUNDINGRADIUS]; }
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[[nodiscard]] float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
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[[nodiscard]] float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
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[[nodiscard]] bool IsWithinRange(Unit const* obj, float dist) const;
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bool IsWithinBoundaryRadius(const Unit* obj) const;
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bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
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bool IsWithinMeleeRange(Unit const* obj, float dist = 0.f) const;
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float GetMeleeRange(Unit const* target) const;
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@@ -1492,6 +1494,7 @@ public:
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[[nodiscard]] Player* GetSpellModOwner() const;
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[[nodiscard]] Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
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[[nodiscard]] Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
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[[nodiscard]] Spell* GetFirstCurrentCastingSpell() const;
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[[nodiscard]] Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
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[[nodiscard]] int32 GetCurrentSpellCastTime(uint32 spell_id) const;
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@@ -1636,6 +1639,12 @@ public:
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UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) && !GetOwnerGUID();
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}
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[[nodiscard]] bool HasLeewayMovement() const
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{
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return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT | MOVEMENTFLAG_FALLING)
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&& !IsWalking();
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}
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void KnockbackFrom(float x, float y, float speedXY, float speedZ);
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void JumpTo(float speedXY, float speedZ, bool forward = true);
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void JumpTo(WorldObject* obj, float speedZ);
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