[7648] Resolve problems with expected fall damage at near teleport. Author: VladimirMangos

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.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-11 23:07:07 -05:00
parent dda2fdff33
commit 0010f7ffe3
7 changed files with 86 additions and 104 deletions
-4
View File
@@ -475,8 +475,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object
virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool to_possessor = true);
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);
@@ -539,8 +537,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object
float m_positionY;
float m_positionZ;
float m_orientation;
bool mSemaphoreTeleport;
};
#endif