diff options
author | Xanadu <none@none> | 2010-03-18 17:58:27 +0100 |
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committer | Xanadu <none@none> | 2010-03-18 17:58:27 +0100 |
commit | 59e0d42260921d8d0d7d94ccdef78a4fcc149fbc (patch) | |
tree | abfc9850add4896ca1541d373670e1003adc0579 /src/game/Unit.cpp | |
parent | 302af79bc250257c61f78e489986eaa1f20292c7 (diff) |
Added (blizzlike) packet broadcast to near teleport. Thanks to Zor and nalimleinad (AKA anonymous colleague #1) for research.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 24 |
1 files changed, 1 insertions, 23 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 18a16d12ec4..c11bff030c1 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -15990,7 +15990,7 @@ void Unit::ExitVehicle() if (GetTypeId() == TYPEID_PLAYER) { //this->ToPlayer()->SetClientControl(this, 1); - this->ToPlayer()->SendTeleportAckMsg(); + this->ToPlayer()->SendTeleportAckPacket(); this->ToPlayer()->SetFallInformation(0, GetPositionZ()); } WorldPacket data; @@ -16109,31 +16109,9 @@ void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool ca this->ToPlayer()->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0)); else { - WorldPacket data; - /*data.Initialize(MSG_MOVE_TELEPORT, 30); - data.append(GetPackGUID()); - data << uint32(GetUnitMovementFlags()); - data << uint16(0); // Probably walk flags here - data << getMSTime(); // time - data << x; // destination coords - data << y; - data << z; - data << orientation; - data << uint32 (0); - // Other information here: jumping angle etc - SendMessageToSet(&data, false);*/ - // FIXME: this interrupts spell visual DestroyForNearbyPlayers(); - SetPosition(x, y, z, orientation, true); - //ObjectAccessor::UpdateObjectVisibility(this); - - //WorldPacket data; - // Work strange for many spells: triggered active mover set for targeted player to creature - //BuildTeleportAckMsg(&data, x, y, z, orientation); - //BuildHeartBeatMsg(&data); - //SendMessageToSet(&data, false); } } |