Core/Movement: Corrected Animation Tier handling (PR #24875)

Co-authored-by: Warpten <vertozor@gmail.com>
Co-authored-by: Ovahlord <dreadkiller@gmx.de>
Co-authored-by: Carbenium <carbenium@outlook.com>
(cherry picked from commit dad187615d)
This commit is contained in:
NoName
2020-09-08 18:12:52 +03:00
committed by Shauren
parent 358dc78e47
commit ee620856ad
29 changed files with 94 additions and 88 deletions
@@ -1888,9 +1888,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
target->ToUnit()->AddVisFlags(UnitVisFlags(e.action.setunitByte.byte1));
break;
case 3:
// this is totally wrong to maintain compatibility with existing scripts
// TODO: fix with animtier overhaul
target->ToUnit()->SetAnimTier(UnitBytes1_Flags(target->ToUnit()->m_unitData->AnimTier | e.action.setunitByte.byte1), false);
target->ToUnit()->SetAnimTier(AnimTier(e.action.setunitByte.byte1));
break;
}
}
@@ -1913,7 +1911,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
target->ToUnit()->RemoveVisFlags(UnitVisFlags(e.action.setunitByte.byte1));
break;
case 3:
target->ToUnit()->SetAnimTier(UnitBytes1_Flags(target->ToUnit()->m_unitData->AnimTier & ~e.action.setunitByte.byte1), false);
target->ToUnit()->SetAnimTier(AnimTier::Ground);
break;
}
}