diff options
| author | megamage <none@none> | 2009-07-01 18:36:03 -0500 |
|---|---|---|
| committer | megamage <none@none> | 2009-07-01 18:36:03 -0500 |
| commit | 4a8a89e1db1f103020ffecbb570e1c570c2e0d21 (patch) | |
| tree | d5e62fa664a0f36d668f738abc50ac9406d50e5a /src/game/WorldSession.cpp | |
| parent | 111dac5f94eac3fe26da2107842dea4e1aacd660 (diff) | |
[8103] More wide use IsInWorld checks and delayed at teleport operations. Author: Ambal
* IsInWorld used to prevent return unexpected not in world objects.
* Delayed operations need to process its in world state.
--HG--
branch : trunk
Diffstat (limited to 'src/game/WorldSession.cpp')
| -rw-r--r-- | src/game/WorldSession.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/src/game/WorldSession.cpp b/src/game/WorldSession.cpp index 44bab655886..0724aac320e 100644 --- a/src/game/WorldSession.cpp +++ b/src/game/WorldSession.cpp @@ -310,7 +310,13 @@ void WorldSession::LogoutPlayer(bool Save) ///- Teleport to home if the player is in an invalid instance if(!_player->m_InstanceValid && !_player->isGameMaster()) + { _player->TeleportTo(_player->m_homebindMapId, _player->m_homebindX, _player->m_homebindY, _player->m_homebindZ, _player->GetOrientation()); + //this is a bad place to call for far teleport because we need player to be in world for successful logout + //maybe we should implement delayed far teleport logout? + while(_player->IsBeingTeleportedFar()) + HandleMoveWorldportAckOpcode(); + } sOutdoorPvPMgr.HandlePlayerLeaveZone(_player,_player->GetZoneId()); |
