[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
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@@ -1975,8 +1975,6 @@ class TRINITY_DLL_SPEC Player : public Unit
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bool IsFlying() const { return HasUnitMovementFlag(MOVEMENTFLAG_FLYING); }
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bool IsAllowUseFlyMountsHere() const;
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void HandleFallUnderMap();
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void SetClientControl(Unit* target, uint8 allowMove);
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void EnterVehicle(Vehicle *vehicle);
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