*Fix a bug that players ater flight are still considered as in flight. By DearScorpion
--HG-- branch : trunk
This commit is contained in:
@@ -255,13 +255,14 @@ FlightPathMovementGenerator::Initialize(Player &player)
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void FlightPathMovementGenerator::Finalize(Player & player)
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void FlightPathMovementGenerator::Finalize(Player & player)
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{
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{
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// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
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// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
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player.clearUnitState(UNIT_FLAG_DISABLE_MOVE | UNIT_STAT_IN_FLIGHT);
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player.clearUnitState(UNIT_STAT_IN_FLIGHT);
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float x, y, z;
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float x, y, z;
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i_destinationHolder.GetLocationNow(player.GetMapId(), x, y, z);
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i_destinationHolder.GetLocationNow(player.GetMapId(), x, y, z);
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player.SetPosition(x, y, z, player.GetOrientation());
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player.SetPosition(x, y, z, player.GetOrientation());
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player.Unmount();
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player.Unmount();
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player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
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if(player.m_taxi.empty())
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if(player.m_taxi.empty())
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{
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{
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