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[8076] Fixed well known walk-after-taxi bug.
Also thanks to jolan, yad02, nos4r2zod for deep reseach problem. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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8198da72a9
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3 changed files with 8 additions and 10 deletions
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@ -11038,15 +11038,10 @@ void Unit::StopMoving()
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clearUnitState(UNIT_STAT_MOVING);
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// send explicit stop packet
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// rely on vmaps here because for example stormwind is in air
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//float z = MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), true);
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//if (fabs(GetPositionZ() - z) < 2.0f)
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// Relocate(GetPositionX(), GetPositionY(), z);
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Relocate(GetPositionX(), GetPositionY(),GetPositionZ());
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// player expected for correct work MONSTER_MOVE_WALK
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SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0, GetTypeId()==TYPEID_PLAYER ? MONSTER_MOVE_WALK : MONSTER_MOVE_NONE, 0);
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SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0, 0, 0);
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// update position and orientation;
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// update position and orientation for near players
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WorldPacket data;
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BuildHeartBeatMsg(&data);
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SendMessageToSet(&data,false);
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@ -38,6 +38,7 @@ alter table creature_movement add `wpguid` int(11) default '0';
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#include "DestinationHolderImp.h"
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#include "CreatureAI.h"
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#include "WaypointManager.h"
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#include "WorldPacket.h"
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#include <cassert>
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@ -261,7 +262,9 @@ void FlightPathMovementGenerator::Finalize(Player & player)
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if(player.pvpInfo.inHostileArea)
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player.CastSpell(&player, 2479, true);
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player.SetUnitMovementFlags(MONSTER_MOVE_WALK);
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// update z position to ground and orientation for landing point
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// this prevent cheating with landing point at lags
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// when client side flight end early in comparison server side
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player.StopMoving();
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}
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}
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "8075"
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#define REVISION_NR "8076"
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#endif // __REVISION_NR_H__
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