aboutsummaryrefslogtreecommitdiff
path: root/src/game/Unit.cpp
diff options
context:
space:
mode:
authorXanadu <none@none>2010-03-18 17:58:27 +0100
committerXanadu <none@none>2010-03-18 17:58:27 +0100
commit59e0d42260921d8d0d7d94ccdef78a4fcc149fbc (patch)
treeabfc9850add4896ca1541d373670e1003adc0579 /src/game/Unit.cpp
parent302af79bc250257c61f78e489986eaa1f20292c7 (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.cpp24
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);
}
}