Esempio n. 1
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
{
    uint16 opcode = recvData.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    ObjectGuid guid;

    recvData >> guid.ReadAsPacked();

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recvData, &movementInfo);

    recvData.rfinish();                         // prevent warnings spam

    // prevent tampered movement data
    if (guid != mover->GetGUID())
        return;

    if (!movementInfo.pos.IsPositionValid())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT))
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50)
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                    transport->AddPassenger(plrMover);
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
            {
                plrMover->GetTransport()->RemovePassenger(plrMover);
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                    transport->AddPassenger(plrMover);
                else
                    movementInfo.transport.Reset();
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->GetTransport()->RemovePassenger(plrMover);
        movementInfo.transport.Reset();
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    if (plrMover)
        sAnticheatMgr->StartHackDetection(plrMover, movementInfo, opcode);

    uint32 mstime = getMSTime();
    /*----------------------*/
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;

    /* process position-change */
    WorldPacket data(opcode, recvData.size());
    movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;

    movementInfo.guid = mover->GetGUID();
    WriteMovementInfo(&data, &movementInfo);
    mover->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;

    // Some vehicles allow the passenger to turn by himself
    if (Vehicle* vehicle = mover->GetVehicle())
    {
        if (VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(mover))
        {
            if (seat->m_flags & VEHICLE_SEAT_FLAG_ALLOW_TURNING)
            {
                if (movementInfo.pos.GetOrientation() != mover->GetOrientation())
                {
                    mover->SetOrientation(movementInfo.pos.GetOrientation());
                    mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
                }
            }
        }
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        if (plrMover->IsSitState() && (movementInfo.flags & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING)))
            plrMover->SetStandState(UNIT_STAND_STATE_STAND);

        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        if (movementInfo.pos.GetPositionZ() < -500.0f)
        {
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                /// @todo discard movement packets after the player is rooted
                if (plrMover->IsAlive())
                {
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->IsAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}
Esempio n. 2
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recvData)
{
    uint16 opcode = recvData.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

	Player* plrMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
	Vehicle* vehMover = mover->GetVehicleKit();
	if (vehMover)
	     if (mover->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
		 if (Unit* charmer = mover->GetCharmer())
		 if (charmer->GetTypeId() == TYPEID_PLAYER)
		 plrMover = (Player*)charmer;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    ObjectGuid guid;

    recvData >> guid.ReadAsPacked();

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recvData, &movementInfo);

    recvData.rfinish();                         // prevent warnings spam

    // prevent tampered movement data
    if (guid != mover->GetGUID())
        return;

    if (!movementInfo.pos.IsPositionValid())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT))
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50)
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
		if (plrMover && !plrMover->m_transport && !plrMover->m_temp_transport)
        {
            if (!plrMover->GetTransport())
            {
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                    transport->AddPassenger(plrMover);
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
            {
                plrMover->GetTransport()->RemovePassenger(plrMover);
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                    transport->AddPassenger(plrMover);
                else
                    movementInfo.transport.Reset();
            }
        }

		if (!plrMover->m_transport)
			 if (Map *tempMap = mover->GetMap())
			 if (GameObject *tempTransport = tempMap->GetGameObject(movementInfo.transport.guid))
			 if (tempTransport->IsTransport())
			 plrMover->m_temp_transport = tempTransport;
		     if ((!plrMover && !mover->GetTransport() && !mover->GetVehicle()) || (plrMover && !plrMover->m_vehicle && !plrMover->m_transport && !plrMover->m_temp_transport)) // Not sure if the first part is needed. Just added it for verbosity.

        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        }
    }
	else if (plrMover && (plrMover->m_transport || plrMover->m_temp_transport)) // if we were on a transport, leave

    {
		if (plrMover->m_transport)
			 {
			plrMover->m_transport->RemovePassenger(plrMover);
			plrMover->m_transport = NULL;
			}
		    plrMover->m_temp_transport = NULL;
        movementInfo.transport.Reset();
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
	{
		       // movement anticheat
		plrMover->m_anti_JumpCount = 0;
		plrMover->m_anti_JumpBaseZ = 0;
		if (!vehMover)
			 plrMover->HandleFall(movementInfo);
		
	}


    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

	if (plrMover)
		sAnticheatMgr->StartHackDetection(plrMover, movementInfo, opcode);
	
    uint32 mstime = getMSTime();
    /*----------------------*/
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;

	// begin anti cheat
	bool check_passed = true;
	#ifdef ANTICHEAT_DEBUG
		 TC_LOG_WARN("cheat", "AC2-%s > time: %d fall-time: %d | xyzo: %f, %f, %fo(%f) flags[%X] opcode[%s] | transport (xyzo): %f, %f, %fo(%f)",
		plrMover->GetName(), movementInfo.time, movementInfo.fallTime, movementInfo.pos.m_positionX, movementInfo.pos.m_positionY, movementInfo.pos.m_positionZ, movementInfo.pos.m_orientation,
		movementInfo.flags, LookupOpcodeName(opcode), movementInfo.transport.pos.m_positionX, movementInfo.transport.pos.m_positionY, movementInfo.transport.pos.m_positionZ, movementInfo.transport.pos.m_orientation);
	TC_LOG_WARN("cheat", "AC2-%s Transport > GUID: (low)%d - (high)%d",
		plrMover->GetName(), GUID_LOPART(movementInfo.transport.guid), GUID_HIPART(movementInfo.transport.guid));
	#endif
		
		if (plrMover)
		{
		if (World::GetEnableMvAnticheat() && !plrMover->IsGameMaster() && !plrMover->GetCharmerOrOwnerPlayerOrPlayerItself()->IsGameMaster() && !plrMover->GetCharmerOrOwnerPlayerOrPlayerItself()->GetVehicle())
			 {
			            // calc time deltas
				int32 cClientTimeDelta = 1500;
			if (plrMover->m_anti_LastClientTime != 0)
				 {
				cClientTimeDelta = movementInfo.time - plrMover->m_anti_LastClientTime;
				plrMover->m_anti_DeltaClientTime += cClientTimeDelta;
				plrMover->m_anti_LastClientTime = movementInfo.time;
				}
			else
				 plrMover->m_anti_LastClientTime = movementInfo.time;
			
				const uint64 cServerTime = getMSTime();
			uint32 cServerTimeDelta = 1500;
			if (plrMover->m_anti_LastServerTime != 0)
				 {
				cServerTimeDelta = cServerTime - plrMover->m_anti_LastServerTime;
				plrMover->m_anti_DeltaServerTime += cServerTimeDelta;
				plrMover->m_anti_LastServerTime = cServerTime;
				}
			else
				 plrMover->m_anti_LastServerTime = cServerTime;
			
				            // resync times on client login (first 15 sec for heavy areas)
				if (plrMover->m_anti_DeltaServerTime < 15000 && plrMover->m_anti_DeltaClientTime < 15000)
				 plrMover->m_anti_DeltaClientTime = plrMover->m_anti_DeltaServerTime;
			
				const int32 sync_time = plrMover->m_anti_DeltaClientTime - plrMover->m_anti_DeltaServerTime;
			
				#ifdef ANTICHEAT_DEBUG
				 TC_LOG_WARN("cheat", "AC2-%s Time > cClientTimeDelta: %d, cServerTime: %d | deltaC: %d - deltaS: %d | SyncTime: %d", plrMover->GetName(), cClientTimeDelta, cServerTime, plrMover->m_anti_DeltaClientTime, plrMover->m_anti_DeltaServerTime, sync_time);
			#endif
				
				            // mistiming checks
				const int32 GetMistimingDelta = abs(int32(World::GetMistimingDelta()));
			if (sync_time > GetMistimingDelta)
				 {
				cClientTimeDelta = cServerTimeDelta;
				++(plrMover->m_anti_MistimingCount);
				
					const bool bMistimingModulo = plrMover->m_anti_MistimingCount % 50 == 0;
				
					if (bMistimingModulo)
					{
					#ifdef ANTICHEAT_EXCEPTION_INFO
						 TC_LOG_WARN("cheat", "AC2-%s, mistiming exception #%d, mistiming: %dms Action: %s", plrMover->GetName().c_str(), plrMover->m_anti_MistimingCount, sync_time, &Warden::Penalty);
					#endif
						 check_passed = false;
					}
				                //if (vehMover)
					                //    vehMover->Die();
					                // Tell the player "Sure, you can fly!"
					{
					WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
					data << plrMover->GetPackGUID();
					data << uint32(0);
					SendPacket(&data);
					}
				                // Then tell the player "Wait, no, you can't."
					{
					WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
					data << plrMover->GetPackGUID();
					data << uint32(0);
					SendPacket(&data);
					}
				                //plrMover->FallGround(2);
					
					                /* Disabled, not passive at all, and apparently causing crashes:
									                 if (plrMover->m_anti_MistimingCount > World::GetMistimingAlarms())
									                 {
									                     sWorld.SendWorldText(3, strcat("Kicking cheater: ", plrMover->GetName()));
									                     KickPlayer();
									                     return;
									                 } */
					 }
			            // end mistiming checks
				
				const uint32 curDest = plrMover->m_taxi.GetTaxiDestination(); // check taxi flight
			if (!curDest)
				 {
				UnitMoveType move_type;
				
					                // calculating section
					                // current speed
					if (movementInfo.flags & MOVEMENTFLAG_FLYING)
					 move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_FLIGHT_BACK : MOVE_FLIGHT;
				else if (movementInfo.flags & MOVEMENTFLAG_SWIMMING)
					 move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_SWIM_BACK : MOVE_SWIM;
				else if (movementInfo.flags & MOVEMENTFLAG_WALKING)
					 move_type = MOVE_WALK;
				                // hmm... in first time after login player has MOVE_SWIMBACK instead MOVE_WALKBACK
					else
					 move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_SWIM_BACK : MOVE_RUN;
				
				const float current_speed = mover->GetSpeed(move_type);
				                // end current speed
					
					                // movement distance
				const float delta_x = plrMover->m_transport || plrMover->m_temp_transport ? 0 : plrMover->GetPositionX() - movementInfo.pos.GetPositionX();
				const float delta_y = plrMover->m_transport || plrMover->m_temp_transport ? 0 : plrMover->GetPositionY() - movementInfo.pos.GetPositionY();
				const float delta_z = plrMover->m_transport || plrMover->m_temp_transport ? 0 : plrMover->GetPositionZ() - movementInfo.pos.GetPositionZ();
				const float real_delta = plrMover->m_transport || plrMover->m_temp_transport ? 0 : pow(delta_x, 2) + pow(delta_y, 2);
				                // end movement distance
					
					const bool no_fly_auras = !(plrMover->HasAuraType(SPELL_AURA_FLY) || plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_VEHICLE_FLIGHT_SPEED)
					 || plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED)
					 || plrMover->HasAuraType(SPELL_AURA_MOD_MOUNTED_FLIGHT_SPEED_ALWAYS) || plrMover->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK));
				const bool no_fly_flags = (movementInfo.flags & (MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_FLYING)) == 0;
			
				const bool no_swim_flags = (movementInfo.flags & MOVEMENTFLAG_SWIMMING) == 0;
				const bool no_swim_in_water = !mover->IsInWater();
				const bool no_swim_above_water = movementInfo.pos.GetPositionZ() - 7.0f >= mover->GetBaseMap()->GetWaterLevel(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY());
				const bool no_swim_water = no_swim_in_water && no_swim_above_water;
				
					const bool no_waterwalk_flags = (movementInfo.flags & MOVEMENTFLAG_WATERWALKING) == 0;
				const bool no_waterwalk_auras = !(plrMover->HasAuraType(SPELL_AURA_WATER_WALK) || plrMover->HasAuraType(SPELL_AURA_GHOST));
				
					if (cClientTimeDelta < 0)
					 cClientTimeDelta = 0;
				const float time_delta = cClientTimeDelta < 1500 ? float(cClientTimeDelta) / 1000.0f : 1.5f; // normalize time - 1.5 second allowed for heavy loaded server
				
					const float tg_z = (real_delta != 0 && no_fly_auras && no_swim_flags) ? (pow(delta_z, 2) / real_delta) : -99999; // movement distance tangents
				
					if (current_speed < plrMover->m_anti_Last_HSpeed && plrMover->m_anti_LastSpeedChangeTime == 0)
					 plrMover->m_anti_LastSpeedChangeTime = movementInfo.time + uint32(floor(((plrMover->m_anti_Last_HSpeed / current_speed) * 1500)) + 100); // 100ms above for random fluctuation
				
					const float allowed_delta = plrMover->m_transport || plrMover->m_temp_transport ? 2 : // movement distance allowed delta
					pow(std::max(current_speed, plrMover->m_anti_Last_HSpeed) * time_delta, 2)
					 +2                                                                             // minimum allowed delta
					 +(tg_z > 2.2 ? pow(delta_z, 2) / 2.37f : 0);                                     // mountain fall allowed delta
				
					if (movementInfo.time > plrMover->m_anti_LastSpeedChangeTime)
					 {
					plrMover->m_anti_Last_HSpeed = current_speed;                                    // store current speed
					plrMover->m_anti_Last_VSpeed = -2.3f;
					plrMover->m_anti_LastSpeedChangeTime = 0;
					}
				                // end calculating section
					
					                // AntiGravity (thanks to Meekro)
					const float JumpHeight = plrMover->m_anti_JumpBaseZ - movementInfo.pos.GetPositionZ();
				if (no_fly_auras && no_swim_in_water && plrMover->m_anti_JumpBaseZ != 0 && JumpHeight < plrMover->m_anti_Last_VSpeed)
					 {
					#ifdef ANTICHEAT_EXCEPTION_INFO
						 TC_LOG_WARN("cheat", "AC2-%s, AntiGravity exception. JumpHeight = %f, Allowed Vertical Speed = %f",
						plrMover->GetName().c_str(), JumpHeight, plrMover->m_anti_Last_VSpeed);
					#endif
						 check_passed = false;
					                    //if (vehMover)
						                    //    vehMover->Die();
						                    // Tell the player "Sure, you can fly!"
						{
						WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    // Then tell the player "Wait, no, you can't."
						{
						WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    //plrMover->FallGround(2);
						}
				
					                // multi jump checks
					if (opcode == MSG_MOVE_JUMP)
					 {
					if (no_fly_auras && no_swim_water)
						 {
						if (plrMover->m_anti_JumpCount >= 1)
							 {
							                            // don't process new jump packet
								check_passed = false;
							#ifdef ANTICHEAT_EXCEPTION_INFO
								 TC_LOG_WARN("cheat", "AC2-%s, Multijump exception.", plrMover->GetName().c_str(), JumpHeight, plrMover->m_anti_Last_VSpeed);
							#endif
								                            //if (vehMover)
								                            //    vehMover->Die();
								                            // Tell the player "Sure, you can fly!"
								{
								WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
								data << plrMover->GetPackGUID();
								data << uint32(0);
								SendPacket(&data);
								}
							                            // Then tell the player "Wait, no, you can't."
								{
								WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
								data << plrMover->GetPackGUID();
								data << uint32(0);
								SendPacket(&data);
								}
							                            //plrMover->FallGround(2);
								plrMover->m_anti_JumpCount = 0;
							}
						else
							 {
							plrMover->m_anti_JumpCount += 1;
							plrMover->m_anti_JumpBaseZ = movementInfo.pos.GetPositionZ();
							}
						}
					else
						 plrMover->m_anti_JumpCount = 0;
					}
				// speed and teleport hack checks
				if (real_delta > allowed_delta)
					 {
				   #ifdef ANTICHEAT_EXCEPTION_INFO
						 if (real_delta < 4900.0f)
						 {
						TC_LOG_WARN("cheat", "AC2-%s, speed exception | cDelta=%f aDelta=%f | cSpeed=%f lSpeed=%f deltaTime=%f", plrMover->GetName().c_str(), real_delta, allowed_delta, current_speed, plrMover->m_anti_Last_HSpeed, time_delta);
						}
						else {
							TC_LOG_WARN("cheat", "AC2-%s, teleport exception | cDelta=%f aDelta=%f | cSpeed=%f lSpeed=%f deltaTime=%f", plrMover->GetName().c_str(), real_delta, allowed_delta, current_speed, plrMover->m_anti_Last_HSpeed, time_delta);
							
						}
						#endif
							 check_passed = false;
						                    //if (vehMover)
							                    //    vehMover->Die();
							                    //plrMover->FallGround(2);
							}
				
					                // mountain hack checks // 1.56f (delta_z < GetPlayer()->m_anti_Last_VSpeed))
					if (delta_z < plrMover->m_anti_Last_VSpeed && plrMover->m_anti_JumpCount == 0 && tg_z > 2.37f)
					 {
					#ifdef ANTICHEAT_EXCEPTION_INFO
						 TC_LOG_WARN("cheat", "AC2-%s, mountain exception | tg_z=%f", plrMover->GetName().c_str(), tg_z);
					#endif
						 check_passed = false;
					                //    if (vehMover)
						                //        vehMover->Die();
						}
				
					                // Fly hack checks
					if (no_fly_auras && !no_fly_flags)
					 {
					#ifdef ANTICHEAT_EXCEPTION_INFO // Aura numbers: 201, 206, 207, 208, 209, 211
						                    //TC_LOG_WARN("cheat", "AC2-%s, flight exception. {SPELL_AURA_FLY=[%X]} {SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED=[%X]} {SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED=[%X]} {SPELL_AURA_MOD_MOUNTED_FLIGHT_SPEED_ALWAYS=[%X]} {SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK=[%X]} {plrMover->GetVehicle()=[%X]}",
						plrMover->GetName().c_str(),
						    					 //Last Updated By ShopWoW.ir                    
						plrMover->HasAuraType(SPELL_AURA_FLY), plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED),
						plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED), plrMover->HasAuraType(SPELL_AURA_MOD_MOUNTED_FLIGHT_SPEED_ALWAYS),
						plrMover->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK), plrMover->GetVehicle();
					#endif
						 check_passed = false;
					                    //if (vehMover)
						                    //    vehMover->Die();
						                    // Tell the player "Sure, you can fly!"
						{
						WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    // Then tell the player "Wait, no, you can't."
						{
						WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    //plrMover->FallGround(2);
						}
				
					                // Waterwalk checks
					if (no_waterwalk_auras && !no_waterwalk_flags)
					 {
					#ifdef ANTICHEAT_EXCEPTION_INFO
						 TC_LOG_WARN("cheat", "AC2-%s, waterwalk exception. [%X]{SPELL_AURA_WATER_WALK=[%X]}",
						plrMover->GetName().c_str(), movementInfo.flags, plrMover->HasAuraType(SPELL_AURA_WATER_WALK));
					#endif
						 check_passed = false;
					                    //if (vehMover)
						                    //    vehMover->Die();
						                    // Tell the player "Sure, you can fly!"
						{
						WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    // Then tell the player "Wait, no, you can't."
						{
						WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    //plrMover->FallGround(2);
						}
				
					                // Teleport To Plane checks
					if (no_swim_in_water && movementInfo.pos.GetPositionZ() < 0.0001f && movementInfo.pos.GetPositionZ() > -0.0001f)
					 {
					if (const Map *map = plrMover->GetMap())
						 {
						float plane_z = map->GetHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), MAX_HEIGHT) - movementInfo.pos.GetPositionZ();
						plane_z = (plane_z < -500.0f) ? 0.0f : plane_z; // check holes in height map
						if (plane_z > 0.1f || plane_z < -0.1f)
							 {
							#ifdef ANTICHEAT_DEBUG
								 TC_LOG_WARN("cheat", "AC2-%s, teleport to plane exception. plane_z: %f", plrMover->GetName(), plane_z);
							#endif
								 #ifdef ANTICHEAT_EXCEPTION_INFO
								 if (plrMover->m_anti_TeleToPlane_Count > World::GetTeleportToPlaneAlarms())
								 {
								TC_LOG_WARN("cheat", "AC2-%s, teleport to plane exception. Exception count: %d", plrMover->GetName().c_str(), plrMover->m_anti_TeleToPlane_Count);
								                                /* Disabled, not passive at all, and apparently causing crashes:
																                                 sWorld.SendWorldText(3, strcat("Kicking cheater: ", plrMover->GetName()));
																                                 KickPlayer();
																                                 return; */
																 }
							#endif
								 ++(plrMover->m_anti_TeleToPlane_Count);
							check_passed = false;
							                            //if (vehMover)
								                            //    vehMover->Die();
							}
						}
					}
			      else
					 plrMover->m_anti_TeleToPlane_Count = 0;
				}
				}
				}
				     /* process position-change */
					if (check_passed)
					{

    WorldPacket data(opcode, recvData.size());
    movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;

    movementInfo.guid = mover->GetGUID();
    WriteMovementInfo(&data, &movementInfo);
    mover->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;

    // Some vehicles allow the passenger to turn by himself
    if (Vehicle* vehicle = mover->GetVehicle())
    {
        if (VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(mover))
        {
            if (seat->m_flags & VEHICLE_SEAT_FLAG_ALLOW_TURNING)
            {
                if (movementInfo.pos.GetOrientation() != mover->GetOrientation())
                {
                    mover->SetOrientation(movementInfo.pos.GetOrientation());
                    mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
                }
            }
        }
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

	if (plrMover && !vehMover)                               // nothing is charmed, or player charmed
    {
        if (plrMover->IsSitState() && (movementInfo.flags & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING)))
            plrMover->SetStandState(UNIT_STAND_STATE_STAND);

        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

		float underMapValueZ;
		
			switch (plrMover->GetMapId())
			 {
			case 617: underMapValueZ = 3.0f; break; // Dalaran Sewers
			case 618: underMapValueZ = 28.0f; break; // Ring of Valor
			default: underMapValueZ = -500.0f; break;
			}
		
			if (movementInfo.pos.GetPositionZ() < plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY()) || movementInfo.pos.GetPositionZ() < underMapValueZ)
		{
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                /// @todo discard movement packets after the player is rooted
                if (plrMover->IsAlive())
                {
					plrMover->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->IsAlive())
                        plrMover->KillPlayer();
                }
            }
        }
			// movement anticheat
			if (plrMover->m_anti_AlarmCount > 0)
				 {
				TC_LOG_WARN("cheat", "AC2-%s produce %d anticheat alarms.", plrMover->GetName().c_str(), plrMover->m_anti_AlarmCount);
				plrMover->m_anti_AlarmCount = 0;
				}
	        // end movement anticheat
				
	}
	
					}
					else if (plrMover)
						{
						if (plrMover->m_transport)
							 {
							plrMover->m_transport->RemovePassenger(plrMover);
							plrMover->m_transport = NULL;
							}
						plrMover->m_temp_transport = NULL;
						++(plrMover->m_anti_AlarmCount);
						WorldPacket data;
						plrMover->SetUnitMovementFlags(0);
						plrMover->SendTeleportAckPacket();
						plrMover->BuildHeartBeatMsg(&data);
						plrMover->SendMessageToSet(&data, true);
    }
}