[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

@ -1121,22 +1121,6 @@ void WorldSession::HandleMoveRootAck(WorldPacket&/* recv_data*/)
*/
}
void WorldSession::HandleMoveTeleportAck(WorldPacket&/* recv_data*/)
{
/*
CHECK_PACKET_SIZE(recv_data,8+4);
sLog.outDebug("MSG_MOVE_TELEPORT_ACK");
uint64 guid;
uint32 flags, time;
recv_data >> guid;
recv_data >> flags >> time;
DEBUG_LOG("Guid " I64FMTD,guid);
DEBUG_LOG("Flags %u, time %u",flags, time/IN_MILISECONDS);
*/
}
void WorldSession::HandleSetActionBar(WorldPacket& recv_data)
{
CHECK_PACKET_SIZE(recv_data,1);