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authormegamage <none@none>2009-08-12 20:27:00 -0500
committermegamage <none@none>2009-08-12 20:27:00 -0500
commit4f4775a31bd6f6aa8e3896100aeded0f23c7169d (patch)
treefe17026bb66f34d231d4b778ea74fdebf4b22e45 /src/game/Level1.cpp
parented637fbf1fec965c8eaaf6e41e939107a5ea9aab (diff)
[8339] Improved storing/restoring BG entry point
* Introduced new table character_battleground_data * Entry point is now stored on BG enter event not join event * Entry point for dungeons is now correctly set to nearest graveyard (this prevent well known assert in GetInstance because of porting to already destroyed instance) * Teleporting from BG correctly restore mount state * Teleporting from BG correctly restore taxi flight (in multipath flight you will end up in nearest transition point on the route) Signed-off-by: ApoC <apoc@nymfe.net> --HG-- branch : trunk
Diffstat (limited to 'src/game/Level1.cpp')
-rw-r--r--src/game/Level1.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/Level1.cpp b/src/game/Level1.cpp
index 275dd5b1e8c..d2eeb42971c 100644
--- a/src/game/Level1.cpp
+++ b/src/game/Level1.cpp
@@ -822,7 +822,7 @@ bool ChatHandler::HandleNamegoCommand(const char* args)
// when porting out from the bg, it will be reset to 0
target->SetBattleGroundId(m_session->GetPlayer()->GetBattleGroundId(), m_session->GetPlayer()->GetBattleGroundTypeId());
// remember current position as entry point for return at bg end teleportation
- target->SetBattleGroundEntryPoint(target->GetMapId(),target->GetPositionX(),target->GetPositionY(),target->GetPositionZ(),target->GetOrientation());
+ target->SetBattleGroundEntryPoint();
}
else if (pMap->IsDungeon())
{
@@ -936,7 +936,7 @@ bool ChatHandler::HandleGonameCommand(const char* args)
// when porting out from the bg, it will be reset to 0
_player->SetBattleGroundId(target->GetBattleGroundId(), target->GetBattleGroundTypeId());
// remember current position as entry point for return at bg end teleportation
- _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
+ _player->SetBattleGroundEntryPoint();
}
else if(cMap->IsDungeon())
{