Core/Taxis: teleport players to the destination taxi node location instead of their current ground position
Port From (https://github.com/TrinityCore/TrinityCore/commit/14c2a7fb92e49265071f36b65fb845ecc6dd4381)
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@@ -126,6 +126,7 @@ namespace Game.Movement
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if (!active)
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return;
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uint taxiNodeId = owner.m_taxi.GetTaxiDestination();
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owner.m_taxi.ClearTaxiDestinations();
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owner.Dismount();
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owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
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@@ -136,10 +137,13 @@ namespace Game.Movement
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// this prevent cheating with landing point at lags
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// when client side flight end early in comparison server side
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owner.StopMoving();
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float mapHeight = owner.GetMap().GetHeight(owner.GetPhaseShift(), _path[(int)GetCurrentNode()].Loc.X, _path[(int)GetCurrentNode()].Loc.Y, _path[(int)GetCurrentNode()].Loc.Z);
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owner.SetFallInformation(0, mapHeight);
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// When the player reaches the last flight point, teleport to destination at map height
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owner.TeleportTo(_path[(int)GetCurrentNode()].ContinentID, _path[(int)GetCurrentNode()].Loc.X, _path[(int)GetCurrentNode()].Loc.Y, mapHeight, owner.GetOrientation());
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// When the player reaches the last flight point, teleport to destination taxi node location
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var node = CliDB.TaxiNodesStorage.LookupByKey(taxiNodeId);
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if (node != null)
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{
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owner.SetFallInformation(0, node.Pos.Z);
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owner.TeleportTo(node.ContinentID, node.Pos.X, node.Pos.Y, node.Pos.Z, owner.GetOrientation());
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}
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}
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owner.RemovePlayerFlag(PlayerFlags.TaxiBenchmark);
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