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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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parent
55e1cc16d1
commit
199c09640d
9 changed files with 87 additions and 101 deletions
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@ -1121,22 +1121,6 @@ void WorldSession::HandleMoveRootAck(WorldPacket&/* recv_data*/)
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*/
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}
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void WorldSession::HandleMoveTeleportAck(WorldPacket&/* recv_data*/)
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{
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/*
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CHECK_PACKET_SIZE(recv_data,8+4);
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sLog.outDebug("MSG_MOVE_TELEPORT_ACK");
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uint64 guid;
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uint32 flags, time;
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recv_data >> guid;
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recv_data >> flags >> time;
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DEBUG_LOG("Guid " I64FMTD,guid);
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DEBUG_LOG("Flags %u, time %u",flags, time/IN_MILISECONDS);
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*/
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}
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void WorldSession::HandleSetActionBar(WorldPacket& recv_data)
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{
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CHECK_PACKET_SIZE(recv_data,1);
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