fix(Core/Cinematics): Cinematic camera improvements (#25097)
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@@ -872,9 +872,9 @@ void WorldSession::HandlePlayerLoginFromDB(LoginQueryHolder const& holder)
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if (ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass()))
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{
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if (cEntry->CinematicSequence)
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pCurrChar->SendCinematicStart(cEntry->CinematicSequence);
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pCurrChar->GetCinematicMgr().StartCinematic(cEntry->CinematicSequence);
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else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
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pCurrChar->SendCinematicStart(rEntry->CinematicSequence);
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pCurrChar->GetCinematicMgr().StartCinematic(rEntry->CinematicSequence);
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// send new char string if not empty
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std::string_view newCharString = sWorld->getStringConfig(CONFIG_NEW_CHAR_STRING);
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@@ -947,14 +947,14 @@ void WorldSession::HandleSetActionButtonOpcode(WorldPacket& recv_data)
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void WorldSession::HandleCompleteCinematic(WorldPacket& /*recv_data*/)
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{
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// If player has sight bound to visual waypoint NPC we should remove it
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GetPlayer()->GetCinematicMgr()->EndCinematic();
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// End the current cinematic and restore the normal player view
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GetPlayer()->GetCinematicMgr().EndCinematic();
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}
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void WorldSession::HandleNextCinematicCamera(WorldPacket& /*recv_data*/)
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{
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// Sent by client when cinematic actually begun. So we begin the server side process
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GetPlayer()->GetCinematicMgr()->BeginCinematic();
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GetPlayer()->GetCinematicMgr().StartCinematicCamera();
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}
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void WorldSession::HandleSetActionBarToggles(WorldPacket& recv_data)
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