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fix(Core/Movement): (#7008)
- Get zone/area IDs from vmap data in the liquid update - Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup - Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields. - Clean up liquid state handling on Unit and Player - Implemented getting area id from gameobject spawns. - Removed old core related to getting movement flags dependent on environment. - Movement flags are now processed more precisely and dynamically. Original source: TrinityCore. - Closes #5086 - Updates #2208.
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@@ -1135,7 +1135,7 @@ void WorldSession::HandlePlayerLoginToCharInWorld(Player* pCurrChar)
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pCurrChar->CleanupChannels();
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pCurrChar->SendInitialPacketsAfterAddToMap();
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uint32 currZone, currArea;
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pCurrChar->GetZoneAndAreaId(currZone, currArea, false);
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pCurrChar->GetZoneAndAreaId(currZone, currArea);
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pCurrChar->SendInitWorldStates(currZone, currArea);
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pCurrChar->SetInGameTime(World::GetGameTimeMS());
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