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-rw-r--r--src/game/Unit.cpp19
1 files changed, 18 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 281679bc3e6..6d613333ce3 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -13406,9 +13406,26 @@ void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool ca
((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0));
else
{
+ WorldPacket data;
+ /*data.Initialize(MSG_MOVE_TELEPORT, 30);
+ data.append(GetPackGUID());
+ data << uint32(GetUnitMovementFlags());
+ data << uint16(0); // Probably walk flags here
+ data << getMSTime(); // time
+ data << x; // destination coords
+ data << y;
+ data << z;
+ data << orientation;
+ data << uint32 (0);
+ // Other information here: jumping angle etc
+ SendMessageToSet(&data, false);*/
+
+ // FIXME: this interrupts spell visual
+ DestroyForNearbyPlayers();
+
GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation);
- WorldPacket data;
+ //WorldPacket data;
// Work strange for many spells: triggered active mover set for targeted player to creature
//BuildTeleportAckMsg(&data, x, y, z, orientation);
BuildHeartBeatMsg(&data);