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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
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@@ -145,6 +145,7 @@ void FlightPathMovementGenerator::DoFinalize(Player* owner, bool active, bool/*
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if (!active)
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return;
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uint32 taxiNodeId = owner->m_taxi.GetTaxiDestination();
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owner->m_taxi.ClearTaxiDestinations();
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owner->Dismount();
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owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_REMOVE_CLIENT_CONTROL | UNIT_FLAG_TAXI_FLIGHT);
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@@ -155,10 +156,13 @@ void FlightPathMovementGenerator::DoFinalize(Player* owner, bool active, bool/*
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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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owner->StopMoving();
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float mapHeight = owner->GetMap()->GetHeight(_path[GetCurrentNode()]->LocX, _path[GetCurrentNode()]->LocY, _path[GetCurrentNode()]->LocZ);
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owner->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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owner->TeleportTo(_path[GetCurrentNode()]->MapID, _path[GetCurrentNode()]->LocX, _path[GetCurrentNode()]->LocY, mapHeight, owner->GetOrientation());
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// When the player reaches the last flight point, teleport to destination taxi node location
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if (TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(taxiNodeId))
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{
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owner->SetFallInformation(0, node->z);
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owner->TeleportTo(node->map_id, node->x, node->y, node->z, owner->GetOrientation());
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}
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}
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owner->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_TAXI_BENCHMARK);
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