From 8af353f34acbd3b2fd9925c71fb2c5154205d410 Mon Sep 17 00:00:00 2001 From: QAston Date: Sat, 18 Apr 2009 02:31:19 +0200 Subject: [PATCH] *Correct display of creatures teleported by spells. --HG-- branch : trunk --- src/game/Unit.cpp | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 281679bc3e6..6d613333ce3 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -13406,9 +13406,26 @@ void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool ca ((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0)); else { + WorldPacket data; + /*data.Initialize(MSG_MOVE_TELEPORT, 30); + data.append(GetPackGUID()); + data << uint32(GetUnitMovementFlags()); + data << uint16(0); // Probably walk flags here + data << getMSTime(); // time + data << x; // destination coords + data << y; + data << z; + data << orientation; + data << uint32 (0); + // Other information here: jumping angle etc + SendMessageToSet(&data, false);*/ + + // FIXME: this interrupts spell visual + DestroyForNearbyPlayers(); + GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation); - WorldPacket data; + //WorldPacket data; // Work strange for many spells: triggered active mover set for targeted player to creature //BuildTeleportAckMsg(&data, x, y, z, orientation); BuildHeartBeatMsg(&data);