Core/Phases: Preliminary work with correctly implementing the phase system in 4.3.4

Put here for peer review.
This commit is contained in:
Subv
2014-06-01 22:27:29 -05:00
parent 6bc62d730e
commit 48ec2df81f
40 changed files with 436 additions and 863 deletions

View File

@@ -934,6 +934,9 @@ public:
return false;
}
for (auto phase : handler->GetSession()->GetPlayer()->GetPhases())
v->SetInPhase(phase, false, true);
map->AddToMap(v->ToCreature());
return true;
@@ -962,13 +965,14 @@ public:
std::set<uint32> terrainswap;
std::set<uint32> phaseId;
std::set<uint32> worldMapSwap;
terrainswap.insert((uint32)atoi(t));
if (p)
phaseId.insert((uint32)atoi(p));
handler->GetSession()->SendSetPhaseShift(phaseId, terrainswap);
handler->GetSession()->SendSetPhaseShift(phaseId, terrainswap, worldMapSwap);
return true;
}
@@ -1393,7 +1397,7 @@ public:
if (unit && unit->GetTypeId() == TYPEID_PLAYER)
player = unit->ToPlayer();
player->GetPhaseMgr().SendDebugReportToPlayer(handler->GetSession()->GetPlayer());
return true;
}
};