Added (blizzlike) packet broadcast to near teleport. Thanks to Zor and nalimleinad (AKA anonymous colleague #1) for research.
--HG-- branch : trunk
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@@ -15990,7 +15990,7 @@ void Unit::ExitVehicle()
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if (GetTypeId() == TYPEID_PLAYER)
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{
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//this->ToPlayer()->SetClientControl(this, 1);
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this->ToPlayer()->SendTeleportAckMsg();
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this->ToPlayer()->SendTeleportAckPacket();
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this->ToPlayer()->SetFallInformation(0, GetPositionZ());
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}
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WorldPacket data;
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@@ -16109,31 +16109,9 @@ void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool ca
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this->ToPlayer()->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0));
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else
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{
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WorldPacket data;
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/*data.Initialize(MSG_MOVE_TELEPORT, 30);
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data.append(GetPackGUID());
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data << uint32(GetUnitMovementFlags());
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data << uint16(0); // Probably walk flags here
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data << getMSTime(); // time
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data << x; // destination coords
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data << y;
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data << z;
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data << orientation;
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data << uint32 (0);
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// Other information here: jumping angle etc
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SendMessageToSet(&data, false);*/
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// FIXME: this interrupts spell visual
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DestroyForNearbyPlayers();
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SetPosition(x, y, z, orientation, true);
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//ObjectAccessor::UpdateObjectVisibility(this);
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//WorldPacket data;
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// Work strange for many spells: triggered active mover set for targeted player to creature
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//BuildTeleportAckMsg(&data, x, y, z, orientation);
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//BuildHeartBeatMsg(&data);
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//SendMessageToSet(&data, false);
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}
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}
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