diff options
author | megamage <none@none> | 2009-04-11 23:07:07 -0500 |
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committer | megamage <none@none> | 2009-04-11 23:07:07 -0500 |
commit | 0010f7ffe38c0432eb337746d71c7129fe74b64b (patch) | |
tree | 330a1d3c51a97c286f09ebb87f715ac8fa4b362a /src/game/Object.h | |
parent | dda2fdff33a6d12d6e8f2913fbb439d9b670890f (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.h')
-rw-r--r-- | src/game/Object.h | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/src/game/Object.h b/src/game/Object.h index af165c853a2..d46abd6d263 100644 --- a/src/game/Object.h +++ b/src/game/Object.h @@ -475,8 +475,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool to_possessor = true); void BuildHeartBeatMsg( WorldPacket *data ) const; void BuildTeleportAckMsg( WorldPacket *data, float x, float y, float z, float ang) const; - bool IsBeingTeleported() { return mSemaphoreTeleport; } - void SetSemaphoreTeleport(bool semphsetting) { mSemaphoreTeleport = semphsetting; } void MonsterSay(const char* text, uint32 language, uint64 TargetGuid); void MonsterYell(const char* text, uint32 language, uint64 TargetGuid); @@ -539,8 +537,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object float m_positionY; float m_positionZ; float m_orientation; - - bool mSemaphoreTeleport; }; #endif |