mirror of
https://github.com/mangosfour/server.git
synced 2025-12-22 04:37:01 +00:00
[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:
parent
55e1cc16d1
commit
199c09640d
9 changed files with 87 additions and 101 deletions
|
|
@ -445,8 +445,6 @@ class MANGOS_DLL_SPEC WorldObject : public Object
|
|||
virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self);
|
||||
void BuildHeartBeatMsg( WorldPacket *data ) const;
|
||||
void BuildTeleportAckMsg( WorldPacket *data, float x, float y, float z, float ang) const;
|
||||
bool IsBeingTeleported() { return mSemaphoreTeleport; }
|
||||
void SetSemaphoreTeleport(bool semphsetting) { mSemaphoreTeleport = semphsetting; }
|
||||
|
||||
void MonsterSay(const char* text, uint32 language, uint64 TargetGuid);
|
||||
void MonsterYell(const char* text, uint32 language, uint64 TargetGuid);
|
||||
|
|
@ -494,7 +492,5 @@ class MANGOS_DLL_SPEC WorldObject : public Object
|
|||
float m_positionY;
|
||||
float m_positionZ;
|
||||
float m_orientation;
|
||||
|
||||
bool mSemaphoreTeleport;
|
||||
};
|
||||
#endif
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue