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