aboutsummaryrefslogtreecommitdiff
path: root/src/game/Object.h
diff options
context:
space:
mode:
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.h
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.h')
-rw-r--r--src/game/Object.h4
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