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[11754] Implement jump (parabolic movement) effect
Also correct destination calculation in Unit::KnockBackFrom - now spline knockback effect works similar to client's effect (same amplitude, speed etc)
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,5 @@ | ||
ALTER TABLE db_version CHANGE COLUMN required_11733_01_mangos_spell_proc_event required_11754_mangos_mangos_string bit; | ||
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DELETE FROM mangos_string WHERE entry IN (1192); | ||
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INSERT INTO mangos_string VALUES (1192,'Effect movement',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL); |
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Original file line number | Diff line number | Diff line change |
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@@ -1,4 +1,4 @@ | ||
#ifndef __REVISION_NR_H__ | ||
#define __REVISION_NR_H__ | ||
#define REVISION_NR "11753" | ||
#define REVISION_NR "11754" | ||
#endif // __REVISION_NR_H__ |
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Original file line number | Diff line number | Diff line change |
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@@ -1,6 +1,6 @@ | ||
#ifndef __REVISION_SQL_H__ | ||
#define __REVISION_SQL_H__ | ||
#define REVISION_DB_CHARACTERS "required_11716_10_characters_mail" | ||
#define REVISION_DB_MANGOS "required_11733_01_mangos_spell_proc_event" | ||
#define REVISION_DB_MANGOS "required_11754_mangos_mangos_string" | ||
#define REVISION_DB_REALMD "required_10008_01_realmd_realmd_db_version" | ||
#endif // __REVISION_SQL_H__ |
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whoa. great job!
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big thx.
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Cool, big thanks!
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yeah nice :)
it is possible that you have the part already working but this is hidden in other parts of code: Is there some MovementInform call when the jump movement finishes?
Also possible for scripting uses it might be helpfull (but likely not really needed) to get a "pointId" for the JumpMovement as well
(I have Forgemaster Garfrost as example where there are two different jump-movements needed (with different action as result - but this can be stored in the phase system)
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@Schmoozerd this has been added with my last commit