*Correct display of creatures teleported by spells.

--HG--
branch : trunk
This commit is contained in:
QAston
2009-04-18 02:31:19 +02:00
parent 5b4b8b64b0
commit 8af353f34a

View File

@@ -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);