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
This commit is contained in:
MDIC
2022-05-29 13:57:19 -04:00
parent 9ec75c4a66
commit c119e8af54

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@@ -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)