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authorr00ty-tc <r00ty-tc@users.noreply.github.com>2016-05-11 10:51:15 +0100
committerr00ty-tc <r00ty-tc@users.noreply.github.com>2016-05-11 11:56:25 +0200
commitde918a0f644794beebff2234b53980b577b27e39 (patch)
tree54d21dce2d9014bf39380958f8c172a1f316a0ae /src/server/game/Handlers/MiscHandler.cpp
parent7e48a023989e50920fe2e115cb57d25095071a17 (diff)
Core/Maps - Improvements to Cinematic function
- Moves to own class for reading, storage and player subclass - Proper destruction handling for player (ensure cinematic is ended) - Timeout for cinematic if it reaches past the end without completing - boost::filesystem::path used for path/filename transform - Correct for assert trigger under certain circumstances - Other changes previously suggested
Diffstat (limited to 'src/server/game/Handlers/MiscHandler.cpp')
-rw-r--r--src/server/game/Handlers/MiscHandler.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Handlers/MiscHandler.cpp b/src/server/game/Handlers/MiscHandler.cpp
index 629c6f42d15..52b36d80202 100644
--- a/src/server/game/Handlers/MiscHandler.cpp
+++ b/src/server/game/Handlers/MiscHandler.cpp
@@ -1057,13 +1057,13 @@ void WorldSession::HandleSetActionButtonOpcode(WorldPacket& recvData)
void WorldSession::HandleCompleteCinematic(WorldPacket& /*recvData*/)
{
// If player has sight bound to visual waypoint NPC we should remove it
- GetPlayer()->EndCinematic();
+ GetPlayer()->GetCinematicMgr()->EndCinematic();
}
void WorldSession::HandleNextCinematicCamera(WorldPacket& /*recvData*/)
{
// Sent by client when cinematic actually begun. So we begin the server side process
- GetPlayer()->BeginCinematic();
+ GetPlayer()->GetCinematicMgr()->BeginCinematic();
}
void WorldSession::HandleMoveTimeSkippedOpcode(WorldPacket& recvData)