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authormegamage <none@none>2009-04-11 23:07:07 -0500
committermegamage <none@none>2009-04-11 23:07:07 -0500
commit0010f7ffe38c0432eb337746d71c7129fe74b64b (patch)
tree330a1d3c51a97c286f09ebb87f715ac8fa4b362a /src/game/MiscHandler.cpp
parentdda2fdff33a6d12d6e8f2913fbb439d9b670890f (diff)
[7648] Resolve problems with expected fall damage at near teleport. Author: VladimirMangos
Move near teleport landing code to WorldSession::HandleMoveTeleportAck. This make Player::TeleportTo code working in same way for both far/near teleports. Move mSemaphoreTeleport from WorldObject to Player and merge with DoNotMove (using 2 fields for far/near teleport flag). Skip movement packets until landing confirmation for near teleport from client. --HG-- branch : trunk
Diffstat (limited to 'src/game/MiscHandler.cpp')
-rw-r--r--src/game/MiscHandler.cpp16
1 files changed, 0 insertions, 16 deletions
diff --git a/src/game/MiscHandler.cpp b/src/game/MiscHandler.cpp
index ca2c5609692..0ced3a57201 100644
--- a/src/game/MiscHandler.cpp
+++ b/src/game/MiscHandler.cpp
@@ -1171,22 +1171,6 @@ void WorldSession::HandleMoveRootAck(WorldPacket&/* recv_data*/)
*/
}
-void WorldSession::HandleMoveTeleportAck(WorldPacket&/* recv_data*/)
-{
- /*
- CHECK_PACKET_SIZE(recv_data,8+4);
-
- sLog.outDebug("MSG_MOVE_TELEPORT_ACK");
- uint64 guid;
- uint32 flags, time;
-
- recv_data >> guid;
- recv_data >> flags >> time;
- DEBUG_LOG("Guid " I64FMTD,guid);
- DEBUG_LOG("Flags %u, time %u",flags, time/IN_MILISECONDS);
- */
-}
-
void WorldSession::HandleSetActionBar(WorldPacket& recv_data)
{
CHECK_PACKET_SIZE(recv_data,1);