Core/Taxis: teleport players to the destination taxi node location instead of their current ground position (#23835)

* Core/Taxis: teleport players to the destination taxi node location instead of straight to their current ground position

* fixed a typo

(cherry picked from commit 7fcb77ecd1)
This commit is contained in:
Ovah
2019-10-08 11:11:24 +02:00
committed by Shauren
parent 4062c9763f
commit 14c2a7fb92

View File

@@ -149,6 +149,7 @@ void FlightPathMovementGenerator::DoFinalize(Player* owner, bool active, bool/*
if (!active)
return;
uint32 taxiNodeId = owner->m_taxi.GetTaxiDestination();
owner->m_taxi.ClearTaxiDestinations();
owner->Dismount();
owner->RemoveUnitFlag(UnitFlags(UNIT_FLAG_REMOVE_CLIENT_CONTROL | UNIT_FLAG_TAXI_FLIGHT));
@@ -159,10 +160,13 @@ void FlightPathMovementGenerator::DoFinalize(Player* owner, bool active, bool/*
// this prevent cheating with landing point at lags
// when client side flight end early in comparison server side
owner->StopMoving();
float mapHeight = owner->GetMap()->GetHeight(owner->GetPhaseShift(), _path[GetCurrentNode()]->Loc.X, _path[GetCurrentNode()]->Loc.Y, _path[GetCurrentNode()]->Loc.Z);
owner->SetFallInformation(0, mapHeight);
// When the player reaches the last flight point, teleport to destination at map height
owner->TeleportTo(_path[GetCurrentNode()]->ContinentID, _path[GetCurrentNode()]->Loc.X, _path[GetCurrentNode()]->Loc.Y, mapHeight, owner->GetOrientation());
// When the player reaches the last flight point, teleport to destination taxi node location
if (TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(taxiNodeId))
{
owner->SetFallInformation(0, node->Pos.Z);
owner->TeleportTo(node->ContinentID, node->Pos.X, node->Pos.Y, node->Pos.Z, owner->GetOrientation());
}
}
owner->RemovePlayerFlag(PLAYER_FLAGS_TAXI_BENCHMARK);