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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core): creature movement bugs (#4544)
- fix UpdateEnvironmentIfNeeded was changing flying creature status all the time. closes: #4447 - fix hovering state was causing bugs at #4466 - add animation state priority: fly > hover > ground Co-authored-by: Wotex <fm@gmail.com> Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Patrick Lewis <pat@lo5t.com>
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@@ -282,7 +282,6 @@ public:
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if (!_summoned)
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{
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me->SetDisableGravity(true);
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me->SetHover(true);
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me->SetCanFly(true);
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}
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}
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@@ -355,7 +354,6 @@ public:
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if (_summoned)
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{
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me->SetDisableGravity(false);
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me->SetHover(false);
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me->SetCanFly(false);
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}
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}
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@@ -452,8 +450,8 @@ public:
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break;
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case POINT_LAND_GROUND:
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{
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_isInAirPhase = false;
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me->SetDisableGravity(false);
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me->SetHover(false);
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me->SetCanFly(false);
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me->SetSpeed(MOVE_RUN, me->GetCreatureTemplate()->speed_run);
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me->SetReactState(REACT_AGGRESSIVE);
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@@ -594,6 +592,7 @@ public:
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me->SetControlled(false, UNIT_STATE_ROOT);
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}
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_isInAirPhase = true;
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_didFirstFlyPhase = true;
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Talk(SAY_AIR_PHASE);
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me->SetReactState(REACT_PASSIVE);
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@@ -659,7 +658,7 @@ public:
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me->GetMotionMaster()->MoveLand(POINT_LAND_GROUND, SindragosaLandPos, 10.0f);
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break;
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case EVENT_THIRD_PHASE_CHECK:
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if (!me->HasByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_HOVER))
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if (!_isInAirPhase)
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{
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Talk(SAY_PHASE_2);
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events.ScheduleEvent(EVENT_ICE_TOMB, urand(7000, 10000));
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@@ -697,6 +696,7 @@ public:
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bool _didFirstFlyPhase;
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bool _isBelow20Pct;
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bool _isThirdPhase;
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bool _isInAirPhase;
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};
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CreatureAI* GetAI(Creature* creature) const override
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@@ -3316,8 +3316,6 @@ public:
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npc_icc_nerubar_broodkeeperAI(Creature* creature) : ScriptedAI(creature)
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{
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me->SetDisableGravity(true);
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me->SetCanFly(true);
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me->SetHover(true);
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_didWebBeam = false;
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me->m_SightDistance = 100.0f; // for MoveInLineOfSight distance
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}
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@@ -3338,16 +3336,18 @@ public:
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if (!_didWebBeam && who->GetTypeId() == TYPEID_PLAYER && me->GetExactDist2d(who) < 70.0f)
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{
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_didWebBeam = true;
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float nx = me->GetPositionX() + cos(me->GetOrientation()) * 2.0f;
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float ny = me->GetPositionY() + sin(me->GetOrientation()) * 2.0f;
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float nz = me->GetMap()->GetHeight(nx, ny, 50.0f);
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float nx = me->GetPositionX();
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float ny = me->GetPositionY();
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float nz = me->GetFloorZ();
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me->SetHomePosition(nx, ny, nz, me->GetOrientation());
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me->CastSpell(me, SPELL_WEB_BEAM, false);
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me->GetMotionMaster()->MovePoint(1, nx, ny, nz, false);
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return;
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}
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if (me->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY))
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if (me->IsLevitating())
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return;
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ScriptedAI::MoveInLineOfSight(who);
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}
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@@ -3358,11 +3358,9 @@ public:
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void JustReachedHome() override
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{
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if (me->IsHovering())
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if (me->IsLevitating())
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{
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me->SetDisableGravity(false);
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me->SetCanFly(false);
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me->SetHover(false);
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me->NearTeleportTo(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
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}
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}
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@@ -3371,11 +3369,10 @@ public:
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{
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if (type == POINT_MOTION_TYPE && id == 1)
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{
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if (me->IsHovering())
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if (me->IsLevitating())
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{
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me->SetDisableGravity(false);
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me->SetCanFly(false);
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me->SetHover(false);
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me->SetOrientation(0.0f);
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me->NearTeleportTo(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
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}
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}
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@@ -3383,7 +3380,7 @@ public:
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bool CanAIAttack(const Unit* /*target*/) const override
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{
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return !me->HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY);
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return !me->IsLevitating();
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}
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void UpdateAI(uint32 diff) override
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