fix(Core/Spells): Improvements to Far Sight spell: (#11683)
* fix(Core/Spells): Improvements to Far Sight spell: Far Sight should not interrupt while casting another spell. Corrected setting Far Sight object as an active object. Fixed grid activation range for active dynamic objects. When Far Sight is over, the camera be reset to player. Enable swapping camera between Far Sight and Sentry Totem. Fixes #6368 * Update. * Update.
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12 changed files with 127 additions and 39 deletions
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@ -3604,8 +3604,10 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell)
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if (pSpell == m_currentSpells[CSpellType]) // avoid breaking self
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return;
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bool bySelf = m_currentSpells[CSpellType] && m_currentSpells[CSpellType]->m_spellInfo->Id == pSpell->m_spellInfo->Id;
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// break same type spell if it is not delayed
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InterruptSpell(CSpellType, false);
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InterruptSpell(CSpellType, false, true, bySelf);
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// special breakage effects:
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switch (CSpellType)
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@ -3634,7 +3636,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell)
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{
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// channel spells always break generic non-delayed and any channeled spells
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InterruptSpell(CURRENT_GENERIC_SPELL, false);
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InterruptSpell(CURRENT_CHANNELED_SPELL);
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InterruptSpell(CURRENT_CHANNELED_SPELL, true, true, bySelf);
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// it also does break autorepeat if not Auto Shot
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if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] &&
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@ -5728,10 +5730,12 @@ DynamicObject* Unit::GetDynObject(uint32 spellId)
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return nullptr;
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}
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void Unit::RemoveDynObject(uint32 spellId)
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bool Unit::RemoveDynObject(uint32 spellId)
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{
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if (m_dynObj.empty())
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return;
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return false;
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bool result = false;
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for (DynObjectList::iterator i = m_dynObj.begin(); i != m_dynObj.end();)
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{
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DynamicObject* dynObj = *i;
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@ -5739,10 +5743,13 @@ void Unit::RemoveDynObject(uint32 spellId)
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{
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dynObj->Remove();
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i = m_dynObj.begin();
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result = true;
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}
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else
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++i;
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}
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return result;
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}
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void Unit::RemoveAllDynObjects()
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@ -9922,7 +9929,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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}
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// switch target
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InterruptSpell(CURRENT_MELEE_SPELL);
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InterruptSpell(CURRENT_MELEE_SPELL, true, true, true);
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if (!meleeAttack)
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ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
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}
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