From c119e8af54516bd03358c9b627c053b3796a6f52 Mon Sep 17 00:00:00 2001 From: MDIC Date: Sun, 29 May 2022 13:57:19 -0400 Subject: [PATCH] Fix (module) False Hit for Celestial Planetarium This is a unqiue one. the light path leading to the circle centeral area seems to be false hitting for ignore z axis and tele plane, this is really the best solution I can come up with, since the map id is the whole instance and the zone and area id is the same, we lock it down to wmo area table entry by Tripple. Doing any form of ignore z-axis or telepane would not benefit the player due to with the mechanics dealing with the battle with the observer --- src/AnticheatMgr.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/AnticheatMgr.cpp b/src/AnticheatMgr.cpp index db350e2..fdd02ad 100644 --- a/src/AnticheatMgr.cpp +++ b/src/AnticheatMgr.cpp @@ -166,6 +166,10 @@ void AnticheatMgr::TeleportPlaneHackDetection(Player* player, MovementInfo movem if (!distance2D) return; + //Celestial Planetarium Observer Battle has a narrow path that false flags + if (player && GetWMOAreaTableEntryByTripple(5202, 0, 24083)) + return; + if (player->HasAuraType(SPELL_AURA_WATER_WALK) || player->HasAuraType(SPELL_AURA_WATER_BREATHING) || player->HasAuraType(SPELL_AURA_GHOST)) return; @@ -282,6 +286,10 @@ void AnticheatMgr::ZAxisHackDetection(Player* player, MovementInfo movementInfo) if (movementInfo.HasMovementFlag(MOVEMENTFLAG_WATERWALKING) || player->IsInWater() || !player->IsAlive()) return; + //Celestial Planetarium Observer Battle has a narrow path that false flags + if (player && GetWMOAreaTableEntryByTripple(5202, 0, 24083)) + return; + // We want to exclude this LiquidStatus from detection because it leads to false positives on boats, docks etc. // Basically everytime you stand on a game object in water if (player->GetLiquidData().Status == LIQUID_MAP_ABOVE_WATER)