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authorjackpoz <giacomopoz@gmail.com>2019-06-15 17:45:33 +0200
committerjackpoz <giacomopoz@gmail.com>2019-06-15 17:45:33 +0200
commit4019cae375838e3bc653936fb9705d8df57ca571 (patch)
tree996c6eaafff8b3cb058a6f13e3e600128903728a /src
parenta1b2aa97fcb64be82050af037cec955ce361ccad (diff)
Core/Player: Fix teleporting FlyPath dismounting the player
Issue added in 72fc79a9e63d77754699a3da90d81219b2defb0d
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Player/Player.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index fd225e90094..7d5748ad312 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -1665,7 +1665,8 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
// reset movement flags at teleport, because player will continue move with these flags after teleport
SetUnitMovementFlags(GetUnitMovementFlags() & MOVEMENTFLAG_MASK_HAS_PLAYER_STATUS_OPCODE);
DisableSpline();
- GetMotionMaster()->Clear();
+ if (!IsInFlight())
+ GetMotionMaster()->Clear();
if (Transport* transport = GetTransport())
{