Add IsSeatedState() to handle AURA_INTERRUPT_FLAG_NOT_SEATED.
* Update Unit.cpp Add IsSeatedState() to handle AURA_INTERRUPT_FLAG_NOT_SEATED. * Update Unit.h Add IsSeatedState() to handle AURA_INTERRUPT_FLAG_NOT_SEATED. * Update Unit.cpp Pointer reference
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@ -8801,12 +8801,18 @@ bool Unit::IsStandState() const
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return !IsSitState() && s != UNIT_STAND_STATE_SLEEP && s != UNIT_STAND_STATE_KNEEL;
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return !IsSitState() && s != UNIT_STAND_STATE_SLEEP && s != UNIT_STAND_STATE_KNEEL;
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}
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}
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bool Unit::IsSeatedState() const
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{
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uint8 standState = getStandState();
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return standState != UNIT_STAND_STATE_SLEEP && standState != UNIT_STAND_STATE_STAND;
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}
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void Unit::SetStandState(uint8 state)
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void Unit::SetStandState(uint8 state)
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{
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{
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SetByteValue(UNIT_FIELD_BYTES_1, 0, state);
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SetByteValue(UNIT_FIELD_BYTES_1, 0, state);
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if (IsStandState())
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if (!IsSeatedState())
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{ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_SEATED); }
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RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_SEATED);
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if (GetTypeId() == TYPEID_PLAYER)
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if (GetTypeId() == TYPEID_PLAYER)
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{
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{
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@ -1785,6 +1785,8 @@ class Unit : public WorldObject
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* @return true if the Unit is standing normally, false otherwise
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* @return true if the Unit is standing normally, false otherwise
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*/
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*/
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bool IsStandState() const;
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bool IsStandState() const;
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bool IsSeatedState() const;
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/**
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/**
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* Change the stand state for this Unit. For possible values check
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* Change the stand state for this Unit. For possible values check
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* UnitStandStateType.
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* UnitStandStateType.
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