Core/Taxi: Properly send taxi node status on login, as well as if the taxi master is out of range.
Port From (https://github.com/TrinityCore/TrinityCore/commit/cc9889a3d495961657b1b5918fe1bdac6e7f8817)
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@@ -45,22 +45,24 @@ namespace Game
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public void SendTaxiStatus(ObjectGuid guid)
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{
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// cheating checks
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Creature unit = ObjectAccessor.GetCreature(GetPlayer(), guid);
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if (unit == null)
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Player player = GetPlayer();
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Creature unit = ObjectAccessor.GetCreature(player, guid);
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if (!unit || unit.IsHostileTo(player) || !unit.HasNpcFlag(NPCFlags.FlightMaster))
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{
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Log.outDebug(LogFilter.Network, "WorldSession.SendTaxiStatus - {0} not found.", guid.ToString());
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return;
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}
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uint curloc = Global.ObjectMgr.GetNearestTaxiNode(unit.GetPositionX(), unit.GetPositionY(), unit.GetPositionZ(), unit.GetMapId(), GetPlayer().GetTeam());
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// find taxi node
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uint nearest = Global.ObjectMgr.GetNearestTaxiNode(unit.GetPositionX(), unit.GetPositionY(), unit.GetPositionZ(), unit.GetMapId(), player.GetTeam());
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TaxiNodeStatusPkt data = new TaxiNodeStatusPkt();
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data.Unit = guid;
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if (curloc == 0)
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if (nearest == 0)
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data.Status = TaxiNodeStatus.None;
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else if (unit.GetReactionTo(GetPlayer()) >= ReputationRank.Neutral)
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data.Status = GetPlayer().m_taxi.IsTaximaskNodeKnown(curloc) ? TaxiNodeStatus.Learned : TaxiNodeStatus.Unlearned;
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else if (unit.GetReactionTo(player) >= ReputationRank.Neutral)
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data.Status = player.m_taxi.IsTaximaskNodeKnown(nearest) ? TaxiNodeStatus.Learned : TaxiNodeStatus.Unlearned;
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else
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data.Status = TaxiNodeStatus.NotEligible;
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