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authorShauren <shauren.trinity@gmail.com>2022-05-25 22:14:32 +0200
committerShauren <shauren.trinity@gmail.com>2022-05-25 22:14:32 +0200
commit630b60eb0dcd3d9ce41582664ab822b049365431 (patch)
treeb5d60fe41ca49846524ddbc7f9409194b76e7849 /src/server/game/Maps/Map.cpp
parent3031fbb63bfb2df2aa041bd9c04c5c42b0c07c05 (diff)
Core/GameObjects: Transport (type 11) improvements
* Fully synchronize serverside animation progress with client * Implemented updating passenger positions on elevators * Removed visibility hack for elevators that always forced CreateObject packet to be sent to client
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp12
1 files changed, 4 insertions, 8 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index ac15beaefb6..738d0d296c8 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -1265,9 +1265,7 @@ void Map::GameObjectRelocation(GameObject* go, float x, float y, float z, float
else
{
go->Relocate(x, y, z, orientation);
- go->UpdateModelPosition();
- go->UpdatePositionData();
- go->UpdateObjectVisibility(false);
+ go->AfterRelocation();
RemoveGameObjectFromMoveList(go);
}
@@ -1491,9 +1489,7 @@ void Map::MoveAllGameObjectsInMoveList()
{
// update pos
go->Relocate(go->_newPosition);
- go->UpdateModelPosition();
- go->UpdatePositionData();
- go->UpdateObjectVisibility(false);
+ go->AfterRelocation();
}
else
{
@@ -3028,7 +3024,7 @@ void Map::SendInitSelf(Player* player)
UpdateData data(player->GetMapId());
// attach to player data current transport data
- if (Transport* transport = player->GetTransport())
+ if (Transport* transport = dynamic_cast<Transport*>(player->GetTransport()))
{
transport->BuildCreateUpdateBlockForPlayer(&data, player);
player->m_visibleTransports.insert(transport->GetGUID());
@@ -3038,7 +3034,7 @@ void Map::SendInitSelf(Player* player)
player->BuildCreateUpdateBlockForPlayer(&data, player);
// build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map
- if (Transport* transport = player->GetTransport())
+ if (Transport* transport = dynamic_cast<Transport*>(player->GetTransport()))
for (WorldObject* passenger : transport->GetPassengers())
if (player != passenger && player->HaveAtClient(passenger))
passenger->BuildCreateUpdateBlockForPlayer(&data, player);