[7648] Resolve problems with expected fall damage at near teleport.

Move near teleport landing code to WorldSession::HandleMoveTeleportAck.
This make Player::TeleportTo code working in same way for both far/near teleports.
Move mSemaphoreTeleport from WorldObject to Player and merge with DoNotMove (using 2 fields for far/near teleport flag).
Skip movement packets until landing confirmation for near teleport from client.
This commit is contained in:
VladimirMangos 2009-04-11 09:43:33 +04:00
parent 55e1cc16d1
commit 199c09640d
9 changed files with 87 additions and 101 deletions

View file

@ -362,7 +362,7 @@ bool ChatHandler::HandleNamegoCommand(const char* args)
if (HasLowerSecurity(chr, 0))
return false;
if(chr->IsBeingTeleported()==true)
if(chr->IsBeingTeleported())
{
PSendSysMessage(LANG_IS_TELEPORTED, nameLink.c_str());
SetSentErrorMessage(true);