Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : UsableSeatNum(0), _me(unit), _vehicleInfo(vehInfo), _creatureEntry(creatureEntry), _status(STATUS_NONE) { for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i) { if (uint32 seatId = _vehicleInfo->m_seatID[i]) if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId)) { Seats.insert(std::make_pair(i, VehicleSeat(veSeat))); if (veSeat->CanEnterOrExit()) ++UsableSeatNum; } } // Vehicle Immunities switch (GetVehicleInfo()->m_ID) { case 160: case 116: _me->SetControlled(true, UNIT_STATE_ROOT); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true); case 117: case 324: case 158: case 79: case 106: _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL_PCT, true); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_DISPEL, true); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_FEAR, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_ROOT, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true); _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true); _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SHIELD, true); _me->ApplySpellImmune(0, IMMUNITY_ID, 13810, true); // Frost Trap _me->ApplySpellImmune(0, IMMUNITY_ID, 55741, true); // Desecration Rank 1 _me->ApplySpellImmune(0, IMMUNITY_ID, 68766, true); // Desecration Rank 2 break; default: break; } // Set or remove correct flags based on available seats. Will overwrite db data (if wrong). if (UsableSeatNum) _me->SetFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK)); else _me->RemoveFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK)); InitMovementInfoForBase(); }
Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : _me(unit), _vehicleInfo(vehInfo), _usableSeatNum(0), _creatureEntry(creatureEntry) { for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i) { if (uint32 seatId = _vehicleInfo->m_seatID[i]) if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId)) { Seats.insert(std::make_pair(i, VehicleSeat(veSeat))); if (veSeat->CanEnterOrExit()) ++_usableSeatNum; } } // HACKY WAY, We must found a more generic way to handle this // Set inmunities since db ones are rewritten with player's ones switch (GetVehicleInfo()->m_ID) { case 160: case 116: case 452: case 453: case 510: _me->SetControlled(true, UNIT_STATE_ROOT); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true); case 117: case 324: case 158: case 79: case 106: _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL_PCT, true); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_DISPEL, true); _me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_FEAR, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_ROOT, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true); _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true); _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true); _me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SHIELD, true); _me->ApplySpellImmune(0, IMMUNITY_ID, 13810, true); // Frost Trap _me->ApplySpellImmune(0, IMMUNITY_ID, 55741, true); // Desecration Rank 1 _me->ApplySpellImmune(0, IMMUNITY_ID, 68766, true); // Desecration Rank 2 break; default: break; } InitMovementInfoForBase(); }
Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : _me(unit), _vehicleInfo(vehInfo), _usableSeatNum(0), _creatureEntry(creatureEntry) { for(uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i) { if(uint32 seatId = _vehicleInfo->m_seatID[i]) if(VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId)) { Seats.insert(std::make_pair(i, VehicleSeat(veSeat))); if(veSeat->CanEnterOrExit()) ++_usableSeatNum; } } InitMovementInfoForBase(); }
Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : UsableSeatNum(0), _me(unit), _vehicleInfo(vehInfo), _creatureEntry(creatureEntry), _status(STATUS_NONE) { for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i) { if (uint32 seatId = _vehicleInfo->m_seatID[i]) if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId)) { Seats.insert(std::make_pair(i, VehicleSeat(veSeat))); if (veSeat->CanEnterOrExit()) ++UsableSeatNum; } } // Set or remove correct flags based on available seats. Will overwrite db data (if wrong). if (UsableSeatNum) _me->SetFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK)); else _me->RemoveFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK)); InitMovementInfoForBase(); }
Vehicle::Vehicle(Unit *unit, VehicleEntry const *vehInfo, uint32 creatureEntry) : me(unit), m_vehicleInfo(vehInfo), m_usableSeatNum(0), m_bonusHP(0), m_creatureEntry(creatureEntry) { for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i) { if (uint32 seatId = m_vehicleInfo->m_seatID[i]) if (VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(seatId)) { m_Seats.insert(std::make_pair(i, VehicleSeat(veSeat))); if (veSeat->CanEnterOrExit()) ++m_usableSeatNum; } } // HACKY WAY, We must found a more generic way to handle this // Set inmunities since db ones are rewritten with player's ones switch (GetVehicleInfo()->m_ID) { case 160: me->SetControlled(true, UNIT_STAT_ROOT); me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true); me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true); case 158: me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true); me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_FEAR, true); me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true); me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STUN, true); me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_ROOT, true); me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true); me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_CONFUSE, true); me->ApplySpellImmune(0, IMMUNITY_ID, 49560, true); // Death Grip jump effect break; default: break; } InitMovementInfoForBase(); }