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; }
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; }
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; }
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; }