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[10080] Fixed ghost teleport and cleanup code.
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parent
6bfd0aa5b5
commit
e63dc32f4d
4 changed files with 28 additions and 27 deletions
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@ -480,6 +480,7 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
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m_DelayedOperations = 0;
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m_bCanDelayTeleport = false;
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m_bHasDelayedTeleport = false;
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m_bHasBeenAliveAtDelayedTeleport = true; // overwrite always at setup teleport data, so not used infact
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m_teleport_options = 0;
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m_trade = NULL;
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@ -1474,9 +1475,7 @@ void Player::Update( uint32 p_time )
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RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
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}
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//we should execute delayed teleports only for alive(!) players
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//because we don't want player's ghost teleported from graveyard
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if(IsHasDelayedTeleport() && isAlive())
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if (IsHasDelayedTeleport())
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TeleportTo(m_teleport_dest, m_teleport_options);
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}
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@ -1775,10 +1774,9 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
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//lets reset far teleport flag if it wasn't reset during chained teleports
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SetSemaphoreTeleportFar(false);
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//setup delayed teleport flag
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SetDelayedTeleportFlag(IsCanDelayTeleport());
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//if teleport spell is casted in Unit::Update() func
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//then we need to delay it until update process will be finished
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if(IsHasDelayedTeleport())
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if (SetDelayedTeleportFlagIfCan())
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{
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SetSemaphoreTeleportNear(true);
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//lets save teleport destination for player
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@ -1831,10 +1829,9 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
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//lets reset near teleport flag if it wasn't reset during chained teleports
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SetSemaphoreTeleportNear(false);
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//setup delayed teleport flag
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SetDelayedTeleportFlag(IsCanDelayTeleport());
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//if teleport spell is casted in Unit::Update() func
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//then we need to delay it until update process will be finished
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if(IsHasDelayedTeleport())
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if (SetDelayedTeleportFlagIfCan())
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{
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SetSemaphoreTeleportFar(true);
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//lets save teleport destination for player
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@ -13538,10 +13535,6 @@ void Player::IncompleteQuest( uint32 quest_id )
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void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
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{
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//this THING should be here to protect code from quest, which cast on player far teleport as a reward
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//should work fine, cause far teleport will be executed in Player::Update()
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SetCanDelayTeleport(true);
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uint32 quest_id = pQuest->GetQuestId();
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for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i )
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@ -13693,9 +13686,6 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
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if (!HasAura(itr->second->spellId, EFFECT_INDEX_0))
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CastSpell(this,itr->second->spellId,true);
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}
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//lets remove flag for delayed teleports
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SetCanDelayTeleport(false);
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}
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void Player::FailQuest(uint32 questId)
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@ -2593,10 +2593,20 @@ class MANGOS_DLL_SPEC Player : public Unit
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int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest);
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void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData );
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bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; }
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void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
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bool IsHasDelayedTeleport() const { return m_bHasDelayedTeleport; }
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void SetDelayedTeleportFlag(bool setting) { m_bHasDelayedTeleport = setting; }
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bool IsHasDelayedTeleport() const
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{
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// we should not execute delayed teleports for now dead players but has been alive at teleport
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// because we don't want player's ghost teleported from graveyard
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return m_bHasDelayedTeleport && (isAlive() || !m_bHasBeenAliveAtDelayedTeleport);
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}
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bool SetDelayedTeleportFlagIfCan()
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{
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m_bHasDelayedTeleport = m_bCanDelayTeleport;
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m_bHasBeenAliveAtDelayedTeleport = isAlive();
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return m_bHasDelayedTeleport;
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}
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void ScheduleDelayedOperation(uint32 operation)
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{
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@ -2634,6 +2644,7 @@ class MANGOS_DLL_SPEC Player : public Unit
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uint32 m_DelayedOperations;
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bool m_bCanDelayTeleport;
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bool m_bHasDelayedTeleport;
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bool m_bHasBeenAliveAtDelayedTeleport;
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uint32 m_DetectInvTimer;
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@ -876,7 +876,7 @@ void WorldSession::ExecuteOpcode( OpcodeHandler const& opHandle, WorldPacket* pa
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//we should execute delayed teleports only for alive(!) players
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//because we don't want player's ghost teleported from graveyard
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if (_player->IsHasDelayedTeleport() && _player->isAlive())
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if (_player->IsHasDelayedTeleport())
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_player->TeleportTo(_player->m_teleport_dest, _player->m_teleport_options);
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}
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10079"
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#define REVISION_NR "10080"
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#endif // __REVISION_NR_H__
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