[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
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@@ -475,8 +475,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool to_possessor = true);
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void BuildHeartBeatMsg( WorldPacket *data ) const;
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void BuildTeleportAckMsg( WorldPacket *data, float x, float y, float z, float ang) const;
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bool IsBeingTeleported() { return mSemaphoreTeleport; }
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void SetSemaphoreTeleport(bool semphsetting) { mSemaphoreTeleport = semphsetting; }
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void MonsterSay(const char* text, uint32 language, uint64 TargetGuid);
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void MonsterYell(const char* text, uint32 language, uint64 TargetGuid);
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@@ -539,8 +537,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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float m_positionY;
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float m_positionZ;
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float m_orientation;
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bool mSemaphoreTeleport;
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};
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#endif
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