Esempio n. 1
0
bool IsleOfConquest::HookSlowLockOpen(GameObject* pGo, Player* pPlayer, Spell* pSpell)
{
        if(pGo->bannerslot >= 0 && pGo->bannerslot < IOC_NUM_CONTROL_POINTS)
        {
                AssaultControlPoint(pPlayer,pGo->bannerslot);
                return true;
        }

        return false;
}
Esempio n. 2
0
bool ArathiBasin::HookSlowLockOpen(GameObject * pGo, Player * pPlayer, Spell * pSpell)
{
	// burlex todo: find a cleaner way to do this that doesnt waste memory.
	if(pGo->bannerslot >= 0 && pGo->bannerslot < AB_NUM_CONTROL_POINTS)
	{
		// TODO: anticheat here
		AssaultControlPoint(pPlayer,pGo->bannerslot);
		return true;
	}

	return false;
}
Esempio n. 3
0
bool ArathiBasin::HookSlowLockOpen(GameObject * pGo, Player * pPlayer, Spell * pSpell)
{
    // burlex todo: find a cleaner way to do this that doesnt waste memory.
    if (pGo->bannerslot >= 0 && pGo->bannerslot < AB_NUM_CONTROL_POINTS)
    {
        //Stealthed / invisible players can't cap
        //if(pPlayer->GetStealthLevel() > 0 || pPlayer->HasAurasWithNameHash(SPELL_HASH_PROWL) || pPlayer->HasAurasWithNameHash(SPELL_HASH_SHADOWMELD))
        if (pPlayer->IsStealth() || pPlayer->m_invisible)
            return false;
        AssaultControlPoint(pPlayer, pGo->bannerslot);
        return true;
    }

    return false;
}
Esempio n. 4
0
bool IsleOfConquest::HookSlowLockOpen(GameObject* pGo, Player* pPlayer, Spell* pSpell)
{
    uint32 cpid = 0; //control point id, not child p**n id!
    for (cpid = 0; cpid < IOC_NUM_CONTROL_POINTS; cpid++)
    {
        if (controlpoint[cpid].aura == NULL)
            continue;
        if (controlpoint[cpid].aura->GetGUID() == pGo->GetGUID())
            break;
    }

    if (cpid == IOC_NUM_CONTROL_POINTS)
        return false;

    if (pPlayer->IsStealth() || pPlayer->m_invisible)
        return false;

    AssaultControlPoint(pPlayer, cpid);

    return true;
}