[7533] Redirect movement packet in proper way to controlled target. Author: VladimirMangos
* In creature case ignore fall/etc damage
* In player case apply fall damage/etc to controlled player, apply other movement effect to it also.
--HG--
branch : trunk
This commit is contained in:
@@ -20048,33 +20048,6 @@ bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
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//-------------TRINITY---------------
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//***********************************
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void Player::HandleFallUnderMap()
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{
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if(InBattleGround()
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&& GetBattleGround()
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&& GetBattleGround()->HandlePlayerUnderMap(this))
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{
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// do nothing, the handle already did if returned true
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}
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else
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{
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// NOTE: this is actually called many times while falling
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// even after the player has been teleported away
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// TODO: discard movement packets after the player is rooted
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if(isAlive())
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{
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EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetMaxHealth());
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// change the death state to CORPSE to prevent the death timer from
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// starting in the next player update
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KillPlayer();
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BuildPlayerRepop();
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}
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// cancel the death timer here if started
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RepopAtGraveyard();
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}
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}
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void Player::StopCastingBindSight()
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{
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if(WorldObject* target = GetViewpoint())
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