Core/Vehicle: Don't set players movementInfo on vehicle dismiss

Port From (https://github.com/TrinityCore/TrinityCore/commit/c52737852d3d94a16f078741f7ccf3afe13eb603)
This commit is contained in:
hondacrx
2024-02-24 15:47:25 -05:00
parent 37541e46be
commit 3eca0ad68c
+6 -3
View File
@@ -12,14 +12,17 @@ namespace Game
public partial class WorldSession
{
[WorldPacketHandler(ClientOpcodes.MoveDismissVehicle, Processing = PacketProcessing.ThreadSafe)]
void HandleMoveDismissVehicle(MoveDismissVehicle packet)
void HandleMoveDismissVehicle(MoveDismissVehicle moveDismissVehicle)
{
ObjectGuid vehicleGUID = GetPlayer().GetCharmedGUID();
if (vehicleGUID.IsEmpty()) // something wrong here...
return;
GetPlayer().ValidateMovementInfo(packet.Status);
GetPlayer().m_movementInfo = packet.Status;
if (moveDismissVehicle.Status.Guid != vehicleGUID)
{
Log.outError(LogFilter.Network, $"Player {GetPlayer().GetGUID()} tried to dismiss a controlled vehicle ({vehicleGUID}) that he has no control over. Possible cheater or malformed packet.");
return;
}
GetPlayer().ExitVehicle();
}