[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

@@ -1137,8 +1137,7 @@ bool Object::PrintIndexError(uint32 index, bool set) const
WorldObject::WorldObject()
: m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f),
mSemaphoreTeleport(false)
m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f)
{
m_positionX = 0.0f;
m_positionY = 0.0f;