Scripts/SWP: Sathrovarr will no longer cause player teleports on grid load

This commit is contained in:
Trisjdc
2014-05-13 11:32:56 +01:00
parent b76bcad46e
commit 593fb9b68a

View File

@@ -679,13 +679,16 @@ public:
if (!map->IsDungeon())
return;
Map::PlayerList const &PlayerList = map->GetPlayers();
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
Map::PlayerList const &playerList = map->GetPlayers();
Position homePos = me->GetHomePosition();
for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
{
if (i->GetSource()->GetPositionZ() <= DRAGON_REALM_Z-5)
Player* player = itr->GetSource();
if (player->IsInDist(&homePos, 50.0f) && player->GetPositionZ() <= DEMON_REALM_Z + 10.f)
{
i->GetSource()->RemoveAura(AURA_SPECTRAL_REALM);
i->GetSource()->TeleportTo(me->GetMap()->GetId(), i->GetSource()->GetPositionX(), i->GetSource()->GetPositionY(), DRAGON_REALM_Z+5, i->GetSource()->GetOrientation());
player->RemoveAura(AURA_SPECTRAL_REALM);
player->TeleportTo(me->GetMap()->GetId(), player->GetPositionX(),
player->GetPositionY(), DRAGON_REALM_Z + 5, player->GetOrientation());
}
}
}