diff options
| author | Shauren <shauren.trinity@gmail.com> | 2014-03-21 00:32:03 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2014-03-21 00:32:03 +0100 |
| commit | 0c3633e775aa60e264d586c7a0ae86c88deaf513 (patch) | |
| tree | 7d51b846acde34f14f4ea023d318e1dcf2fe8b76 /src/server/game/Entities/Object | |
| parent | 4c27c83efa811d128d4f2cbeb34afe6fcdacd5d8 (diff) | |
Core/GameObjects: Added workaround for elevators having different position for every player
Closes #11504
Diffstat (limited to 'src/server/game/Entities/Object')
| -rw-r--r-- | src/server/game/Entities/Object/Object.cpp | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp index 4993f0f500a..7241087101d 100644 --- a/src/server/game/Entities/Object/Object.cpp +++ b/src/server/game/Entities/Object/Object.cpp @@ -469,7 +469,12 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const if (flags & UPDATEFLAG_TRANSPORT) { GameObject const* go = ToGameObject(); - if (go && go->IsTransport()) + /** @TODO Use IsTransport() to also handle type 11 (TRANSPORT) + Currently grid objects are not updated if there are no nearby players, + this causes clients to receive different PathProgress + resulting in players seeing the object in a different position + */ + if (go && go->ToTransport()) *data << uint32(go->GetGOValue()->Transport.PathProgress); else *data << uint32(getMSTime()); |
