diff options
| author | sucofog <4pdcvicente@gmail.com> | 2017-11-14 15:14:43 +0100 |
|---|---|---|
| committer | Yehonal <yehonal.azeroth@gmail.com> | 2017-11-14 15:14:43 +0100 |
| commit | e772b08c6808bae29db96ed2f51ee5b34d768da4 (patch) | |
| tree | 7b85a379832ca68ba3d2a0d18e6e16e8caa7a179 /src/game/Handlers/MovementHandler.cpp | |
| parent | d98ba9cdaa849b9af0fd701ea487f1d3127f07ef (diff) | |
Update Vmaps | Mmaps | Recastnav and fixed FleeingMovement
- Fixes getHeight collision (Map height is now calculated properly core-side, extraction of Maps, Vmaps is required)
- Fixes invisible walls causing LoS errores and wrong pathing in some zones.
- Mmaps update, padding is used, now to ensure proper binary-identical mmtiles
- Updated Recastnav to work properly with new updates
- Updated Area Storage
- Implement Map out of Bound (players will pop on closest graveyard if out of bounds)
- FleeingMovementGenerator updated, LoS calc to not go out of bounds or in/under textured when
fleeing
- Added command .mmap, port from TC (info about mmaps)
Diffstat (limited to 'src/game/Handlers/MovementHandler.cpp')
| -rw-r--r-- | src/game/Handlers/MovementHandler.cpp | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/src/game/Handlers/MovementHandler.cpp b/src/game/Handlers/MovementHandler.cpp index 1feb9ac65e..11a574b354 100644 --- a/src/game/Handlers/MovementHandler.cpp +++ b/src/game/Handlers/MovementHandler.cpp @@ -474,16 +474,26 @@ void WorldSession::HandleMovementOpcodes(WorldPacket & recvData) plrMover->UpdateFallInformationIfNeed(movementInfo, opcode); - if (movementInfo.pos.GetPositionZ() < -500.0f) + if (movementInfo.pos.GetPositionZ() < plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY())) if (!plrMover->GetBattleground() || !plrMover->GetBattleground()->HandlePlayerUnderMap(_player)) { if (plrMover->IsAlive()) { + plrMover->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS); plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth()); // player can be alive if GM if (plrMover->IsAlive()) plrMover->KillPlayer(); } + else if (!plrMover->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS)) + { + WorldSafeLocsEntry const* grave = sObjectMgr->GetClosestGraveyard(plrMover->GetPositionX(), plrMover->GetPositionY(), plrMover->GetPositionZ(), plrMover->GetMapId(), plrMover->GetTeamId()); + + if ( grave) + plrMover->TeleportTo(grave->map_id, grave->x, grave->y, grave->z, plrMover->GetOrientation()); + plrMover->Relocate(grave->x, grave->y, grave->z, plrMover->GetOrientation()); + } + plrMover->StopMovingOnCurrentPos(); // pussywizard: moving corpse can't release spirit } } |
