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fix(Core/Vehicles): feat vehicle seat addon, vehicle enter/exit positions (#20082)
* implement initial vehicle_seat_addon Co-authored-by: Ovah <dreadkiller@gmx.de> * add more vehicle_seat_addon data * make exiting passenger visible fixes "immediate despawn" of travelers mammoth * style, update comments * remove hacked pos relocate * remove sending MSG_MOVE_ROOT/UNROOT on Ack * set and unset UNIT_NPC_FLAG_PLAYER_VEHICLE on init/entry * ulduar demolisher: remove flag correction and no longer needed usableseat * fixup! implement initial vehicle_seat_addon * fixup! fixup! implement initial vehicle_seat_addon * re-add AddPassenger Flame Leviathan hack was commented by mistake * Update rev_1725993194571320983.sql add missing ticks --------- Co-authored-by: Ovah <dreadkiller@gmx.de>
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@@ -19756,6 +19756,8 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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if (!m_vehicle)
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return;
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// This should be done before dismiss, because there may be some aura removal
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VehicleSeatAddon const* seatAddon = m_vehicle->GetSeatAddonForSeatOfPassenger(this);
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m_vehicle->RemovePassenger(this);
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Player* player = ToPlayer();
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@@ -19764,7 +19766,6 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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if (player && player->duel && player->duel->IsMounted)
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player->DuelComplete(DUEL_FLED);
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// This should be done before dismiss, because there may be some aura removal
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Vehicle* vehicle = m_vehicle;
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Unit* vehicleBase = m_vehicle->GetBase();
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m_vehicle = nullptr;
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@@ -19775,33 +19776,22 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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SetControlled(false, UNIT_STATE_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
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Position pos;
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if (!exitPosition) // Exit position not specified
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pos = vehicleBase->GetPosition(); // This should use passenger's current position, leaving it as it is now
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// because we calculate positions incorrect (sometimes under map)
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else
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// If we ask for a specific exit position, use that one. Otherwise allow scripts to modify it
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if (exitPosition)
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pos = *exitPosition;
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// HACK
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VehicleEntry const* vehicleInfo = vehicle->GetVehicleInfo();
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if (vehicleInfo)
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else
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{
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if (vehicleInfo->m_ID == 380) // Kologarn right arm
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// Set exit position to vehicle position and use the current orientation
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pos = vehicleBase->GetPosition(); // This should use passenger's current position, leaving it as it is now
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pos.SetOrientation(vehicleBase->GetOrientation());
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// Change exit position based on seat entry addon data
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if (seatAddon)
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{
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pos.Relocate(1776.0f, -24.0f, 448.75f, 0.0f);
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}
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else if (vehicleInfo->m_ID == 91) // Helsman's Ship
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{
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pos.Relocate(2802.18f, 7054.91f, -0.6f, 4.67f);
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}
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else if (vehicleInfo->m_ID == 349) // AT Mounts, dismount to the right
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{
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float x = pos.GetPositionX() + 2.0f * cos(pos.GetOrientation() - M_PI / 2.0f);
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float y = pos.GetPositionY() + 2.0f * std::sin(pos.GetOrientation() - M_PI / 2.0f);
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float z = GetMapHeight(x, y, pos.GetPositionZ());
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if (z > INVALID_HEIGHT)
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{
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pos.Relocate(x, y, z);
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}
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if (seatAddon->ExitParameter == VehicleExitParameters::VehicleExitParamOffset)
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pos.RelocateOffset({ seatAddon->ExitParameterX, seatAddon->ExitParameterY, seatAddon->ExitParameterZ, seatAddon->ExitParameterO });
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else if (seatAddon->ExitParameter == VehicleExitParameters::VehicleExitParamDest)
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pos.Relocate({ seatAddon->ExitParameterX, seatAddon->ExitParameterY, seatAddon->ExitParameterZ, seatAddon->ExitParameterO });
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}
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}
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@@ -19821,11 +19811,12 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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}
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// xinef: hack for flameleviathan seat vehicle
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VehicleEntry const* vehicleInfo = vehicle->GetVehicleInfo();
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if (!vehicleInfo || vehicleInfo->m_ID != 341)
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{
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Movement::MoveSplineInit init(this);
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init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
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init.SetFacing(GetOrientation());
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init.SetFacing(vehicleBase->GetOrientation());
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init.SetTransportExit();
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init.Launch();
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}
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@@ -19878,10 +19869,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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setDeathState(DeathState::JustDied);
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// If for other reason we as minion are exiting the vehicle (ejected, master dismounted) - unsummon
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else
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{
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SetVisible(false);
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ToTempSummon()->UnSummon(2000); // Approximation
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}
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}
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if (player)
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