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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/Object.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/Object.cpp')
-rw-r--r--src/game/Object.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp
index 5c6ecf83a02..05103eeee6f 100644
--- a/src/game/Object.cpp
+++ b/src/game/Object.cpp
@@ -1137,8 +1137,7 @@ bool Object::PrintIndexError(uint32 index, bool set) const
WorldObject::WorldObject()
: m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
- m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f),
- mSemaphoreTeleport(false)
+ m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f)
{
m_positionX = 0.0f;
m_positionY = 0.0f;