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[11727] Interrupt spline movement at teleporting
this fixes the position desync issue caused by teleport packets
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parent
e246d8d94e
commit
94133107c7
5 changed files with 13 additions and 2 deletions
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@ -10393,6 +10393,8 @@ void Unit::SetPhaseMask(uint32 newPhaseMask, bool update)
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void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool casting /*= false*/ )
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{
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DisableSpline();
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if(GetTypeId() == TYPEID_PLAYER)
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((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0));
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else
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@ -10808,7 +10810,7 @@ void Unit::UpdateSplineMovement(uint32 t_diff)
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bool arrived = movespline->Finalized();
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if (arrived)
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m_movementInfo.RemoveMovementFlag(MovementFlags(MOVEFLAG_SPLINE_ENABLED|MOVEFLAG_FORWARD));
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DisableSpline();
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m_movesplineTimer.Update(t_diff);
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if (m_movesplineTimer.Passed() || arrived)
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@ -10822,3 +10824,9 @@ void Unit::UpdateSplineMovement(uint32 t_diff)
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GetMap()->CreatureRelocation((Creature*)this,loc.x,loc.y,loc.z,loc.orientation);
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}
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}
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void Unit::DisableSpline()
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{
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m_movementInfo.RemoveMovementFlag(MovementFlags(MOVEFLAG_SPLINE_ENABLED|MOVEFLAG_FORWARD));
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movespline->_Interrupt();
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}
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