correct movement packet broadcasting

mover should be source of movement packets, not player
   resolves problem that movements of controlled unit not visible for nearby players
   (you can detect it only when controlled unit too far from player-controller)

--HG--
branch : trunk
This commit is contained in:
silverice
2010-04-04 03:46:38 +03:00
parent 917193eda5
commit 5dfcccdd85
6 changed files with 30 additions and 10 deletions
+4 -2
View File
@@ -127,9 +127,11 @@ namespace Trinity
uint32 i_phaseMask;
float i_distSq;
uint32 team;
MessageDistDeliverer(WorldObject *src, WorldPacket *msg, float dist, bool own_team_only = false)
Player const* skipped_receiver;
MessageDistDeliverer(WorldObject *src, WorldPacket *msg, float dist, bool own_team_only = false, Player const* skipped = NULL)
: i_source(src), i_message(msg), i_distSq(dist * dist), i_phaseMask(src->GetPhaseMask())
, team((own_team_only && src->GetTypeId() == TYPEID_PLAYER) ? ((Player*)src)->GetTeam() : 0)
, skipped_receiver(skipped)
{
}
void Visit(PlayerMapType &m);
@@ -140,7 +142,7 @@ namespace Trinity
void SendPacket(Player* plr)
{
// never send packet to self
if(plr == i_source || team && plr->GetTeam() != team)
if(plr == i_source || (team && plr->GetTeam() != team) || skipped_receiver == plr)
return;
plr->GetSession()->SendPacket(i_message);