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[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.
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9 changed files with 87 additions and 101 deletions
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@ -362,7 +362,7 @@ bool ChatHandler::HandleNamegoCommand(const char* args)
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if (HasLowerSecurity(chr, 0))
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return false;
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if(chr->IsBeingTeleported()==true)
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if(chr->IsBeingTeleported())
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{
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PSendSysMessage(LANG_IS_TELEPORTED, nameLink.c_str());
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SetSentErrorMessage(true);
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