Update IndividualProgressionPlayer.cpp

a lot of phasing was removed in an update 2 weeks ago

https://github.com/ZhengPeiRu21/mod-individual-progression/pull/492

can't revert, so fixing it manually.
This commit is contained in:
Grimfeather
2025-06-24 09:42:08 +02:00
committed by GitHub
parent cf965a2524
commit c79f511def

View File

@@ -531,8 +531,29 @@ public:
{ {
switch (newArea) { switch (newArea) {
case AREA_DARKSHORE: case AREA_DARKSHORE:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_GROVE_OF_THE_ANCIENTS: case AREA_GROVE_OF_THE_ANCIENTS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_WILDBEND_RIVER: case AREA_WILDBEND_RIVER:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TWILIGHT_VALE: case AREA_TWILIGHT_VALE:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR))) if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{ {
@@ -542,8 +563,47 @@ public:
} }
break; break;
case AREA_SILITHUS: case AREA_SILITHUS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ_WAR))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_HIVE_ASHI: case AREA_HIVE_ASHI:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ_WAR))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_HIVE_ZORA: case AREA_HIVE_ZORA:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ_WAR))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_HIVE_REGAL: case AREA_HIVE_REGAL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR))) if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{ {
@@ -559,9 +619,37 @@ public:
} }
break; break;
case AREA_BOUGH_SHADOW: case AREA_BOUGH_SHADOW:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_SERADANE: case AREA_SERADANE:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DREAM_BOUGH: case AREA_DREAM_BOUGH:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_JADEMIR_LAKE: case AREA_JADEMIR_LAKE:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TWILIGHT_GROVE: case AREA_TWILIGHT_GROVE:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA)) if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{ {
@@ -571,40 +659,126 @@ public:
} }
break; break;
case AREA_DUROTAR: case AREA_DUROTAR:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_ROCKTUSK_FARM: case AREA_ROCKTUSK_FARM:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TIRISFAL_GLADES: case AREA_TIRISFAL_GLADES:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_RUINS_OF_LORDAERON: case AREA_RUINS_OF_LORDAERON:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_MULGORE: case AREA_MULGORE:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_VALLEY_OF_HEROES: case AREA_VALLEY_OF_HEROES:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_ELWYNN_FOREST: case AREA_ELWYNN_FOREST:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DUN_MOROGH: case AREA_DUN_MOROGH:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TELDRASSIL: case AREA_TELDRASSIL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_EASTERN_PLAGUELANDS: case AREA_EASTERN_PLAGUELANDS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_PESTILENT_SCAR: case AREA_PESTILENT_SCAR:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_THE_MARRIS_STEAD: case AREA_THE_MARRIS_STEAD:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_BLASTED_LANDS: case AREA_BLASTED_LANDS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_RISE_OF_THE_DEFILER: case AREA_RISE_OF_THE_DEFILER:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DREADMAUL_HOLD: case AREA_DREADMAUL_HOLD:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DREADMAUL_POST: case AREA_DREADMAUL_POST:
case AREA_SERPENTS_COIL:
case AREA_TANARIS:
case AREA_GADGETZAN:
case AREA_ABYSSAL_SANDS:
case AREA_BROKEN_PILLAR:
case AREA_WINTERSPRING:
case AREA_TIMBERMAW_POST:
case AREA_FROSTSABER_ROCK:
case AREA_ICE_THISTLE_HILLS:
case AREA_MAZTHORIL:
case AREA_AZSHARA:
case AREA_HALDARR_ENCAMPMENT:
case AREA_THE_SHATTERED_STRAND:
case AREA_SOUTHRIDGE_BEACH:
case AREA_BURNING_STEPPES:
case AREA_DRACO_DAR:
case AREA_BLACKROCK_MOUNTAIN:
case AREA_DREADMAUL_ROCK:
case AREA_RUINS_OF_THAURISSAN:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40))) if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{ {
player->RemoveAura(IPP_PHASE); player->RemoveAura(IPP_PHASE);
@@ -624,6 +798,158 @@ public:
player->RemoveAura(IPP_PHASE); player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II); player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false); player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_SERPENTS_COIL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TANARIS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_GADGETZAN:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_ABYSSAL_SANDS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_BROKEN_PILLAR:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_WINTERSPRING:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TIMBERMAW_POST:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_FROSTSABER_ROCK:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_ICE_THISTLE_HILLS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_MAZTHORIL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_AZSHARA:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_HALDARR_ENCAMPMENT:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_THE_SHATTERED_STRAND:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_SOUTHRIDGE_BEACH:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_BURNING_STEPPES:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DRACO_DAR:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_BLACKROCK_MOUNTAIN:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DREADMAUL_ROCK:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_RUINS_OF_THAURISSAN:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
} }
break; break;
case AREA_LIGHTS_HOPE: case AREA_LIGHTS_HOPE: