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author | Discover- <amort11@hotmail.com> | 2014-01-16 20:44:03 +0100 |
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committer | Discover- <amort11@hotmail.com> | 2014-01-16 20:44:03 +0100 |
commit | 61f45283ef847b69b769aabe865a3c9baf22ba3b (patch) | |
tree | 54f531bbef9f211c346ca9c702ec147e92d6503a | |
parent | cbba22ba6809caf4e9272d8c601756ec0323cc05 (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.cpp | 3 |
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) |