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authorRat <none@none>2010-10-31 14:19:14 +0100
committerRat <none@none>2010-10-31 14:19:14 +0100
commitb6c8158f88a9a5911552235d0456fb2ab2e5e130 (patch)
tree1067aba4067c0cc2315301a6ec82e387f04af418 /src
parent05a292633cdfdb9383d0a914d5b95c838837e1eb (diff)
Core/Vehicles: temp fix visibility issues when creatures enter a vehicle, this also fixes the 'Ride Vehicle' type spells
note: isntance scripts using spell+EnterVehicle() hacks should be updated --HG-- branch : trunk
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/Entities/Vehicle/Vehicle.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/Entities/Vehicle/Vehicle.cpp b/src/server/game/Entities/Vehicle/Vehicle.cpp
index 20d8bcfe176..d22f661833c 100755
--- a/src/server/game/Entities/Vehicle/Vehicle.cpp
+++ b/src/server/game/Entities/Vehicle/Vehicle.cpp
@@ -353,6 +353,8 @@ bool Vehicle::AddPassenger(Unit *unit, int8 seatId)
RelocatePassengers(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
}
}
+ unit->DestroyForNearbyPlayers();
+ unit->UpdateObjectVisibility(false);
if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr.OnAddPassenger(this, unit, seatId);