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Core/Taxis: teleport players to the taxi node coordinates instead of their current position
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@@ -108,6 +108,8 @@ void FlightPathMovementGenerator::DoFinalize(Player* player)
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{
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// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
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player->ClearUnitState(UNIT_STATE_IN_FLIGHT);
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uint32 taxiNodeId = player->m_taxi.GetTaxiDestination();
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player->m_taxi.ClearTaxiDestinations();
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player->Dismount();
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player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_REMOVE_CLIENT_CONTROL | UNIT_FLAG_TAXI_FLIGHT);
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@@ -119,10 +121,13 @@ void FlightPathMovementGenerator::DoFinalize(Player* player)
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// this prevent cheating with landing point at lags
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// when client side flight end early in comparison server side
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player->StopMoving();
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float mapHeight = player->GetMap()->GetHeight(player->GetPhaseShift(), _path[GetCurrentNode()]->LocX, _path[GetCurrentNode()]->LocY, _path[GetCurrentNode()]->LocZ);
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player->SetFallInformation(0, mapHeight);
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// When the player reaches the last flight point, teleport to destination at map height
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player->TeleportTo(_path.back()->MapID, _path[GetCurrentNode()]->LocX, _path[GetCurrentNode()]->LocY, mapHeight, player->GetOrientation());
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// When the player reaches the last flight point, teleport to taxi node location
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if (TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(taxiNodeId))
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{
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player->SetFallInformation(0, node->z);
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player->TeleportTo(node->map_id, node->x, node->y, node->z, player->GetOrientation());
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}
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}
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player->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_TAXI_BENCHMARK);
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