diff options
| author | megamage <none@none> | 2009-03-24 17:42:22 -0600 |
|---|---|---|
| committer | megamage <none@none> | 2009-03-24 17:42:22 -0600 |
| commit | 1c6c199f5da5e811fb3e010175bb065510924b9a (patch) | |
| tree | dc0c066957d2cf56c0ebfd68b1ac8a5c976c8a63 /src/game/Player.cpp | |
| parent | 941e5b9dbd1c1dd6056bf4d5b2b057b0043ce63c (diff) | |
[7533] Redirect movement packet in proper way to controlled target. Author: VladimirMangos
* In creature case ignore fall/etc damage
* In player case apply fall damage/etc to controlled player, apply other movement effect to it also.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
| -rw-r--r-- | src/game/Player.cpp | 27 |
1 files changed, 0 insertions, 27 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 7f9ceffda7f..bef57fd0a45 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -20048,33 +20048,6 @@ bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const //-------------TRINITY--------------- //*********************************** -void Player::HandleFallUnderMap() -{ - if(InBattleGround() - && GetBattleGround() - && GetBattleGround()->HandlePlayerUnderMap(this)) - { - // do nothing, the handle already did if returned true - } - else - { - // NOTE: this is actually called many times while falling - // even after the player has been teleported away - // TODO: discard movement packets after the player is rooted - if(isAlive()) - { - EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetMaxHealth()); - // change the death state to CORPSE to prevent the death timer from - // starting in the next player update - KillPlayer(); - BuildPlayerRepop(); - } - - // cancel the death timer here if started - RepopAtGraveyard(); - } -} - void Player::StopCastingBindSight() { if(WorldObject* target = GetViewpoint()) |
