diff --git a/src/server/game/Movement/MovementGenerators/FlightPathMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/FlightPathMovementGenerator.cpp index 14be1b6ee24..ab67c8b5efe 100644 --- a/src/server/game/Movement/MovementGenerators/FlightPathMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/FlightPathMovementGenerator.cpp @@ -108,6 +108,8 @@ void FlightPathMovementGenerator::DoFinalize(Player* player) { // remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack) player->ClearUnitState(UNIT_STATE_IN_FLIGHT); + + uint32 taxiNodeId = player->m_taxi.GetTaxiDestination(); player->m_taxi.ClearTaxiDestinations(); player->Dismount(); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_REMOVE_CLIENT_CONTROL | UNIT_FLAG_TAXI_FLIGHT); @@ -119,10 +121,13 @@ void FlightPathMovementGenerator::DoFinalize(Player* player) // this prevent cheating with landing point at lags // when client side flight end early in comparison server side player->StopMoving(); - float mapHeight = player->GetMap()->GetHeight(player->GetPhaseShift(), _path[GetCurrentNode()]->LocX, _path[GetCurrentNode()]->LocY, _path[GetCurrentNode()]->LocZ); - player->SetFallInformation(0, mapHeight); - // When the player reaches the last flight point, teleport to destination at map height - player->TeleportTo(_path.back()->MapID, _path[GetCurrentNode()]->LocX, _path[GetCurrentNode()]->LocY, mapHeight, player->GetOrientation()); + + // When the player reaches the last flight point, teleport to taxi node location + if (TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(taxiNodeId)) + { + player->SetFallInformation(0, node->z); + player->TeleportTo(node->map_id, node->x, node->y, node->z, player->GetOrientation()); + } } player->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_TAXI_BENCHMARK);