*Fix possible exploits with flying paths. by QAston
--HG-- branch : trunk
This commit is contained in:
@@ -399,7 +399,7 @@ void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data )
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if (_player->isInFlight())
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{
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_player->GetMotionMaster()->MovementExpired();
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_player->m_taxi.ClearTaxiDestinations();
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_player->CleanupAfterTaxiFlight();
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}
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType());
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+5
-5
@@ -172,7 +172,7 @@ bool ChatHandler::HandleGoTicketCommand(const char * args)
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if(_player->isInFlight())
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{
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_player->GetMotionMaster()->MovementExpired();
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_player->m_taxi.ClearTaxiDestinations();
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_player->CleanupAfterTaxiFlight();
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}
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else
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_player->SaveRecallPosition();
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@@ -216,7 +216,7 @@ bool ChatHandler::HandleGoTriggerCommand(const char* args)
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if(_player->isInFlight())
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{
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_player->GetMotionMaster()->MovementExpired();
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_player->m_taxi.ClearTaxiDestinations();
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_player->CleanupAfterTaxiFlight();
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}
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// save only in non-flight case
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else
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@@ -261,7 +261,7 @@ bool ChatHandler::HandleGoGraveyardCommand(const char* args)
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if(_player->isInFlight())
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{
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_player->GetMotionMaster()->MovementExpired();
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_player->m_taxi.ClearTaxiDestinations();
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_player->CleanupAfterTaxiFlight();
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}
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// save only in non-flight case
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else
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@@ -364,7 +364,7 @@ bool ChatHandler::HandleGoCreatureCommand(const char* args)
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if(_player->isInFlight())
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{
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_player->GetMotionMaster()->MovementExpired();
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_player->m_taxi.ClearTaxiDestinations();
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_player->CleanupAfterTaxiFlight();
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}
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// save only in non-flight case
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else
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@@ -421,7 +421,7 @@ bool ChatHandler::HandleGoObjectCommand(const char* args)
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if(_player->isInFlight())
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{
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_player->GetMotionMaster()->MovementExpired();
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_player->m_taxi.ClearTaxiDestinations();
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_player->CleanupAfterTaxiFlight();
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}
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// save only in non-flight case
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else
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@@ -135,7 +135,7 @@ void WorldSession::HandleMoveWorldportAckOpcode()
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// battleground state prepare, stop flight
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GetPlayer()->GetMotionMaster()->MovementExpired();
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GetPlayer()->m_taxi.ClearTaxiDestinations();
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GetPlayer()->CleanupAfterTaxiFlight();
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}
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// resurrect character at enter into instance where his corpse exist after add to map
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