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:
@@ -6045,6 +6045,17 @@ void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, b
|
||||
VisitNearbyWorldObject(dist, notifier);
|
||||
}
|
||||
|
||||
void Player::SendMessageToSet(WorldPacket *data, Player const* skipped_rcvr)
|
||||
{
|
||||
if (skipped_rcvr != this)
|
||||
GetSession()->SendPacket(data);
|
||||
|
||||
// we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
|
||||
// update: replaced by GetMap()->GetVisibilityDistance()
|
||||
Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance(), false, skipped_rcvr);
|
||||
VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
|
||||
}
|
||||
|
||||
void Player::SendDirectMessage(WorldPacket *data)
|
||||
{
|
||||
if (m_session)
|
||||
|
||||
Reference in New Issue
Block a user