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fix: locomotionFlags missing SWIMMING and DESCENDING
The heartbeat throttle bitmask was missing SWIMMING and DESCENDING, treating swimming/descending players as stationary and using a slower heartbeat interval. The identical bitmask in movement_handler.cpp already included SWIMMING — this inconsistency could cause the server to miss position updates during swim combat.
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1 changed files with 4 additions and 0 deletions
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@ -1323,6 +1323,8 @@ void GameHandler::update(float deltaTime) {
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const bool classicLikeCombatSync =
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(combatHandler_ && combatHandler_->hasAutoAttackIntent()) && (isPreWotlk());
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// Must match the locomotion bitmask in movement_handler.cpp so both
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// sites agree on what constitutes "moving" for heartbeat throttling.
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const uint32_t locomotionFlags =
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static_cast<uint32_t>(MovementFlags::FORWARD) |
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static_cast<uint32_t>(MovementFlags::BACKWARD) |
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@ -1331,6 +1333,8 @@ void GameHandler::update(float deltaTime) {
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static_cast<uint32_t>(MovementFlags::TURN_LEFT) |
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static_cast<uint32_t>(MovementFlags::TURN_RIGHT) |
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static_cast<uint32_t>(MovementFlags::ASCENDING) |
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static_cast<uint32_t>(MovementFlags::DESCENDING) |
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static_cast<uint32_t>(MovementFlags::SWIMMING) |
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static_cast<uint32_t>(MovementFlags::FALLING) |
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static_cast<uint32_t>(MovementFlags::FALLINGFAR);
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const bool classicLikeStationaryCombatSync =
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