[7648] Resolve problems with expected fall damage at near teleport. Author: VladimirMangos

Move near teleport landing code to WorldSession::HandleMoveTeleportAck.
    This make Player::TeleportTo code working in same way for both far/near teleports.
    Move mSemaphoreTeleport from WorldObject to Player and merge with DoNotMove (using 2 fields for far/near teleport flag).
    Skip movement packets until landing confirmation for near teleport from client.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-11 23:07:07 -05:00
parent dda2fdff33
commit 0010f7ffe3
7 changed files with 86 additions and 104 deletions

View File

@@ -1171,22 +1171,6 @@ void WorldSession::HandleMoveRootAck(WorldPacket&/* recv_data*/)
*/
}
void WorldSession::HandleMoveTeleportAck(WorldPacket&/* recv_data*/)
{
/*
CHECK_PACKET_SIZE(recv_data,8+4);
sLog.outDebug("MSG_MOVE_TELEPORT_ACK");
uint64 guid;
uint32 flags, time;
recv_data >> guid;
recv_data >> flags >> time;
DEBUG_LOG("Guid " I64FMTD,guid);
DEBUG_LOG("Flags %u, time %u",flags, time/IN_MILISECONDS);
*/
}
void WorldSession::HandleSetActionBar(WorldPacket& recv_data)
{
CHECK_PACKET_SIZE(recv_data,1);