From 61f45283ef847b69b769aabe865a3c9baf22ba3b Mon Sep 17 00:00:00 2001 From: Discover- Date: Thu, 16 Jan 2014 20:44:03 +0100 Subject: Core/Misc: Fix an exploit where moving while consuming something that would fade when the player stands up would stay if the player started moving and using the effect at the same time. Thanks to @FrozenSoul and @jildor. Fixes #6271 --- src/server/game/Handlers/MovementHandler.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src') diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp index 08dc8602351..0c2eae849b8 100644 --- a/src/server/game/Handlers/MovementHandler.cpp +++ b/src/server/game/Handlers/MovementHandler.cpp @@ -381,6 +381,9 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvData) if (plrMover) // nothing is charmed, or player charmed { + if (plrMover->IsSitState() && (movementInfo.flags & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING))) + plrMover->SetStandState(UNIT_STAND_STATE_STAND); + plrMover->UpdateFallInformationIfNeed(movementInfo, opcode); if (movementInfo.pos.GetPositionZ() < -500.0f) -- cgit v1.2.3