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authorDiscover- <amort11@hotmail.com>2014-01-16 20:44:03 +0100
committerDiscover- <amort11@hotmail.com>2014-01-16 20:44:03 +0100
commit61f45283ef847b69b769aabe865a3c9baf22ba3b (patch)
tree54f531bbef9f211c346ca9c702ec147e92d6503a
parentcbba22ba6809caf4e9272d8c601756ec0323cc05 (diff)
Core/Misc: Fix an exploit where moving while consuming something that would fade when the player stands up would stay if the player started moving and using the effect at the same time. Thanks to @FrozenSoul and @jildor.
Fixes #6271
-rw-r--r--src/server/game/Handlers/MovementHandler.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp
index 08dc8602351..0c2eae849b8 100644
--- a/src/server/game/Handlers/MovementHandler.cpp
+++ b/src/server/game/Handlers/MovementHandler.cpp
@@ -381,6 +381,9 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
if (plrMover) // nothing is charmed, or player charmed
{
+ if (plrMover->IsSitState() && (movementInfo.flags & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING)))
+ plrMover->SetStandState(UNIT_STAND_STATE_STAND);
+
plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);
if (movementInfo.pos.GetPositionZ() < -500.0f)