Since i got some time due my bad flu lawl… i was thinking about reviving the ac1.
Offcourse i took the latest part and was offcourse not able to merge, since well the code is old… not truly really old but old enough to not being able to merge.
the first problem was MovementHandler.cpp but i fixed that, since that was merely inserting the code again… i havent looked if it compiles yet, just inserted it on the place where it should be according the patch.
now the second error was on: SpellAuraeffects.cpp
there is an interesting problem, since the original code in the patch is totally rewritten and or/is outdated.
I managed to find where it was originaly, and here is where the problem is.
the new code, current code as it is on the trinity repo
[CODE]
void AuraEffect::HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode, bool apply) const
{
if (!(mode & AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK))
return;
Unit* target = aurApp->GetTarget();
if (!apply)
{
// do not remove unit flag if there are more than this auraEffect of that kind on unit on unit
if (target->HasAuraType(GetAuraType()) || target->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED))
return;
}
//! Not entirely sure if this should be sent for creatures as well, but I don't think so.
target->SetCanFly(apply);
if (!apply)
{
target->RemoveUnitMovementFlag(MOVEMENTFLAG_MASK_MOVING_FLY);
target->GetMotionMaster()->MoveFall();
target->m_movementInfo.SetFallTime(0);
}
Player* player = target->ToPlayer();
if (!player)
player = target->m_movedPlayer;
if (player)
player->SendMovementCanFlyChange();
//! We still need to initiate a server-side MoveFall here,
//! which requires MSG_MOVE_FALL_LAND on landing.
}
[/CODE]
[/code]
now the patch says this:
[code]
— a/src/server/game/Spells/Auras/SpellAuraEffects.cpp
+++ b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
@@ -2852,9 +2852,21 @@ void AuraEffect::HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode
// allow flying
WorldPacket data;
if (apply)
-
{
-
if (target->GetTypeId() == TYPEID_PLAYER)
-
target->ToPlayer()->m_anti_BeginFallZ=INVALID_HEIGHT; data.Initialize(SMSG_MOVE_SET_CAN_FLY, 12);
-
} else
-
{ data.Initialize(SMSG_MOVE_UNSET_CAN_FLY, 12);
-
}
-
if (target->GetTypeId() == TYPEID_PLAYER)
-
{
-
target->ToPlayer()->SetCanFly(apply);
-
}
data.append(target->GetPackGUID());
data << uint32(0); // movement counter
player->SendDirectMessage(&data);
@@ -2901,6 +2913,8 @@ void AuraEffect::HandleAuraFeatherFall(AuraApplication const* aurApp, uint8 mode
if (apply)
target->AddUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW);
-
if (target->GetTypeId() == TYPEID_PLAYER)
-
target->ToPlayer()->m_anti_BeginFallZ=INVALID_HEIGHT;
else
target->RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW);
@@ -3253,6 +3269,9 @@ void AuraEffect::HandleAuraModIncreaseFlightSpeed(AuraApplication const* aurApp,
data.Initialize(SMSG_MOVE_SET_CAN_FLY, 12);
else
data.Initialize(SMSG_MOVE_UNSET_CAN_FLY, 12);
-
if (target->GetTypeId() == TYPEID_PLAYER)
-
target->ToPlayer()->SetCanFly(apply); data.append(player->GetPackGUID()); data << uint32(0); // unknown player->SendDirectMessage(&data);
so im on a dead end right now, and my lack of C++ is making me from going further…
so any advice on where to look on hw to fix would be awesome, and im sure alot of people would love to see ac1 back, so thats why i started this.
gr.