mangos/src/game/WorldHandlers/MovementHandler.cpp
cabfever 39c231680d Revert "Movement Fix"
This reverts commit b3998f6ae16fe36967200023c233df7d55625bd8.
2015-05-31 16:49:51 +02:00

663 lines
24 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2015 MaNGOS project <http://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "Corpse.h"
#include "Player.h"
#include "MapManager.h"
#include "Transports.h"
#include "BattleGround/BattleGround.h"
#include "WaypointMovementGenerator.h"
#include "MapPersistentStateMgr.h"
#include "ObjectMgr.h"
#if defined(WIN32) && !defined(__MINGW32__)
#include <mmsystem.h>
#pragma comment(lib, "winmm.lib")
#define DELTA_EPOCH_IN_USEC 11644473600000000ULL
uint32 mTimeStamp()
{
/* We subtract 20 years from the epoch so that it doesn't overflow uint32
* TODO: Remember to update code in 20 years */
const uint32 YEAR_IN_SECONDS = 31556952;
FILETIME ft;
uint64 t;
GetSystemTimeAsFileTime(&ft);
t = (uint64)ft.dwHighDateTime << 32;
t |= ft.dwLowDateTime;
t /= 10;
t -= DELTA_EPOCH_IN_USEC;
return uint32((((t / 1000000L) * 1000) + ((t % 1000000L) / 1000)) - ((YEAR_IN_SECONDS * 20) * 1000LL));
}
#else
#include <time.h>
uint32 mTimeStamp()
{
struct timeval tp;
const uint32 YEAR_IN_SECONDS = 31556952;
gettimeofday(&tp, NULL);
uint32 return_val = (((tp.tv_sec * 1000) + (tp.tv_usec / 1000)) - ((YEAR_IN_SECONDS * 20) * 1000));
return return_val;
}
#endif
void WorldSession::HandleMoveWorldportAckOpcode(WorldPacket& /*recv_data*/)
{
DEBUG_LOG("WORLD: got MSG_MOVE_WORLDPORT_ACK.");
HandleMoveWorldportAckOpcode();
}
void WorldSession::HandleMoveWorldportAckOpcode()
{
// ignore unexpected far teleports
if (!GetPlayer()->IsBeingTeleportedFar())
{ return; }
// get start teleport coordinates (will used later in fail case)
WorldLocation old_loc;
GetPlayer()->GetPosition(old_loc);
// get the teleport destination
WorldLocation& loc = GetPlayer()->GetTeleportDest();
// possible errors in the coordinate validity check (only cheating case possible)
if (!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
{
sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to a not valid location "
"(map:%u, x:%f, y:%f, z:%f) We port him to his homebind instead..",
GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
// stop teleportation else we would try this again and again in LogoutPlayer...
GetPlayer()->SetSemaphoreTeleportFar(false);
// and teleport the player to a valid place
GetPlayer()->TeleportToHomebind();
return;
}
// get the destination map entry, not the current one, this will fix homebind and reset greeting
MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
Map* map = NULL;
// prevent crash at attempt landing to not existed battleground instance
if (mEntry->IsBattleGround())
{
if (GetPlayer()->GetBattleGroundId())
{ map = sMapMgr.FindMap(loc.mapid, GetPlayer()->GetBattleGroundId()); }
if (!map)
{
DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to nonexisten battleground instance "
" (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..",
GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
GetPlayer()->SetSemaphoreTeleportFar(false);
// Teleport to previous place, if can not be ported back TP to homebind place
if (!GetPlayer()->TeleportTo(old_loc))
{
DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s can not be ported to his previous place, teleporting him to his homebind place...",
GetPlayer()->GetGuidStr().c_str());
GetPlayer()->TeleportToHomebind();
}
return;
}
}
InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid);
// reset instance validity, except if going to an instance inside an instance
if (GetPlayer()->m_InstanceValid == false && !mInstance)
{ GetPlayer()->m_InstanceValid = true; }
GetPlayer()->SetSemaphoreTeleportFar(false);
// relocate the player to the teleport destination
if (!map)
{ map = sMapMgr.CreateMap(loc.mapid, GetPlayer()); }
GetPlayer()->SetMap(map);
GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
GetPlayer()->SendInitialPacketsBeforeAddToMap();
// the CanEnter checks are done in TeleporTo but conditions may change
// while the player is in transit, for example the map may get full
if (!GetPlayer()->GetMap()->Add(GetPlayer()))
{
// if player wasn't added to map, reset his map pointer!
GetPlayer()->ResetMap();
DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far but couldn't be added to map "
" (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..",
GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
// Teleport to previous place, if can not be ported back TP to homebind place
if (!GetPlayer()->TeleportTo(old_loc))
{
DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s can not be ported to his previous place, teleporting him to his homebind place...",
GetPlayer()->GetGuidStr().c_str());
GetPlayer()->TeleportToHomebind();
}
return;
}
// battleground state prepare (in case join to BG), at relogin/tele player not invited
// only add to bg group and object, if the player was invited (else he entered through command)
if (_player->InBattleGround())
{
// cleanup setting if outdated
if (!mEntry->IsBattleGround())
{
// We're not in BG
_player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
// reset destination bg team
_player->SetBGTeam(TEAM_NONE);
}
// join to bg case
else if (BattleGround* bg = _player->GetBattleGround())
{
if (_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
{ bg->AddPlayer(_player); }
}
}
GetPlayer()->SendInitialPacketsAfterAddToMap();
// flight fast teleport case
if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
{
if (!_player->InBattleGround())
{
// short preparations to continue flight
FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
flight->Reset(*GetPlayer());
return;
}
// battleground state prepare, stop flight
GetPlayer()->GetMotionMaster()->MovementExpired();
GetPlayer()->m_taxi.ClearTaxiDestinations();
}
if (mEntry->IsRaid() && mInstance)
{
if (time_t timeReset = sMapPersistentStateMgr.GetScheduler().GetResetTimeFor(mEntry->MapID))
{
uint32 timeleft = uint32(timeReset - time(NULL));
GetPlayer()->SendInstanceResetWarning(mEntry->MapID, timeleft);
}
}
// mount allow check
if (!mEntry->IsMountAllowed())
{ _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); }
// honorless target
if (GetPlayer()->pvpInfo.inHostileArea)
{ GetPlayer()->CastSpell(GetPlayer(), 2479, true); }
// resummon pet
GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
// lets process all delayed operations on successful teleport
GetPlayer()->ProcessDelayedOperations();
}
void WorldSession::HandleMoveTeleportAckOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("MSG_MOVE_TELEPORT_ACK");
ObjectGuid guid;
recv_data >> guid;
uint32 counter, time;
recv_data >> counter >> time;
DEBUG_LOG("Guid: %s", guid.GetString().c_str());
DEBUG_LOG("Counter %u, time %u", counter, time / IN_MILLISECONDS);
Unit* mover = _player->GetMover();
Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
if (!plMover || !plMover->IsBeingTeleportedNear())
{ return; }
if (guid != plMover->GetObjectGuid())
{ return; }
plMover->SetSemaphoreTeleportNear(false);
uint32 old_zone = plMover->GetZoneId();
WorldLocation const& dest = plMover->GetTeleportDest();
plMover->SetPosition(dest.coord_x, dest.coord_y, dest.coord_z, dest.orientation, true);
uint32 newzone, newarea;
plMover->GetZoneAndAreaId(newzone, newarea);
plMover->UpdateZone(newzone, newarea);
// new zone
if (old_zone != newzone)
{
// honorless target
if (plMover->pvpInfo.inHostileArea)
{ plMover->CastSpell(plMover, 2479, true); }
}
// resummon pet
GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
// lets process all delayed operations on successful teleport
GetPlayer()->ProcessDelayedOperations();
}
void WorldSession::HandleMovementOpcodes(WorldPacket& recv_data)
{
uint16 opcode = recv_data.GetOpcode();
if (!sLog.HasLogFilter(LOG_FILTER_PLAYER_MOVES))
{
DEBUG_LOG("WORLD: Received opcode %s (%u, 0x%X)", LookupOpcodeName(opcode), opcode, opcode);
recv_data.hexlike();
}
Unit* mover = _player->GetMover();
Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
if (plMover && plMover->IsBeingTeleported())
{
recv_data.rpos(recv_data.wpos()); // prevent warnings spam
return;
}
/* extract packet */
MovementInfo movementInfo;
movementInfo.Read(recv_data);
/*----------------*/
// Calculate timestamp
uint32 move_time, mstime;
mstime = mTimeStamp();
if (m_clientTimeDelay == 0)
m_clientTimeDelay = mstime - movementInfo.GetTime();
move_time = (movementInfo.GetTime() - (mstime - m_clientTimeDelay) + mstime + 500);
movementInfo.UpdateTime(move_time);
if (!VerifyMovementInfo(movementInfo))
{ return; }
// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
if (opcode == MSG_MOVE_FALL_LAND && plMover && !plMover->IsTaxiFlying())
{ plMover->HandleFall(movementInfo); }
/* process position-change */
HandleMoverRelocation(movementInfo);
if (plMover)
{ plMover->UpdateFallInformationIfNeed(movementInfo, opcode); }
WorldPacket data(opcode, uint16(recv_data.size() + 2));
data << mover->GetPackGUID(); // write guid
movementInfo.Write(data); // write data
mover->SendMessageToSetExcept(&data, _player);
}
void WorldSession::HandleForceSpeedChangeAckOpcodes(WorldPacket& recv_data)
{
uint16 opcode = recv_data.GetOpcode();
DEBUG_LOG("WORLD: Received %s (%u, 0x%X) opcode", recv_data.GetOpcodeName(), opcode, opcode);
/* extract packet */
ObjectGuid guid;
MovementInfo movementInfo;
float newspeed;
recv_data >> guid;
recv_data >> Unused<uint32>(); // counter or moveEvent
recv_data >> movementInfo;
recv_data >> newspeed;
// now can skip not our packet
if (_player->GetObjectGuid() != guid)
{ return; }
/*----------------*/
// client ACK send one packet for mounted/run case and need skip all except last from its
// in other cases anti-cheat check can be fail in false case
UnitMoveType move_type;
UnitMoveType force_move_type;
static char const* move_type_name[MAX_MOVE_TYPE] = { "Walk", "Run", "RunBack", "Swim", "SwimBack", "TurnRate" };
switch (opcode)
{
case CMSG_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; force_move_type = MOVE_WALK; break;
case CMSG_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; force_move_type = MOVE_RUN; break;
case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_RUN_BACK; force_move_type = MOVE_RUN_BACK; break;
case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; force_move_type = MOVE_SWIM; break;
case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIM_BACK; force_move_type = MOVE_SWIM_BACK; break;
case CMSG_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN_RATE; force_move_type = MOVE_TURN_RATE; break;
default:
sLog.outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode);
return;
}
// skip all forced speed changes except last and unexpected
// in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
if (_player->m_forced_speed_changes[force_move_type] > 0)
{
--_player->m_forced_speed_changes[force_move_type];
if (_player->m_forced_speed_changes[force_move_type] > 0)
{ return; }
}
if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
{
if (_player->GetSpeed(move_type) > newspeed) // must be greater - just correct
{
sLog.outError("%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value",
move_type_name[move_type], _player->GetName(), _player->GetSpeed(move_type), newspeed);
_player->SetSpeedRate(move_type, _player->GetSpeedRate(move_type), true);
}
else // must be lesser - cheating
{
BASIC_LOG("Player %s from account id %u kicked for incorrect speed (must be %f instead %f)",
_player->GetName(), _player->GetSession()->GetAccountId(), _player->GetSpeed(move_type), newspeed);
_player->GetSession()->KickPlayer();
}
}
}
void WorldSession::HandleSetActiveMoverOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("WORLD: Received opcode CMSG_SET_ACTIVE_MOVER");
ObjectGuid guid;
recv_data >> guid;
if (_player->GetMover()->GetObjectGuid() != guid)
{
sLog.outError("HandleSetActiveMoverOpcode: incorrect mover guid: mover is %s and should be %s",
_player->GetMover()->GetGuidStr().c_str(), guid.GetString().c_str());
return;
}
}
void WorldSession::HandleMoveNotActiveMoverOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("WORLD: Received opcode CMSG_MOVE_NOT_ACTIVE_MOVER");
recv_data.hexlike();
ObjectGuid old_mover_guid;
MovementInfo mi;
recv_data >> old_mover_guid;
recv_data >> mi;
if (_player->GetMover()->GetObjectGuid() == old_mover_guid)
{
sLog.outError("HandleMoveNotActiveMover: incorrect mover guid: mover is %s and should be %s instead of %s",
_player->GetMover()->GetGuidStr().c_str(),
_player->GetGuidStr().c_str(),
old_mover_guid.GetString().c_str());
recv_data.rpos(recv_data.wpos()); // prevent warnings spam
return;
}
_player->m_movementInfo = mi;
}
void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recvdata*/)
{
// DEBUG_LOG("WORLD: Received opcode CMSG_MOUNTSPECIAL_ANIM");
WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8);
data << GetPlayer()->GetObjectGuid();
GetPlayer()->SendMessageToSet(&data, false);
}
void WorldSession::HandleMoveKnockBackAck(WorldPacket& recv_data)
{
DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");
Unit* mover = _player->GetMover();
Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
if (plMover && plMover->IsBeingTeleported())
{
recv_data.rpos(recv_data.wpos()); // prevent warnings spam
return;
}
ObjectGuid guid;
MovementInfo movementInfo; // Sent in addition to knockback data
recv_data >> guid;
recv_data >> Unused<uint32>(); // Always set to zero?
movementInfo.Read(recv_data);
/* Make sure input is valid */
if (!VerifyMovementInfo(movementInfo, guid))
{
return;
}
HandleMoverRelocation(movementInfo);
/* Weird size, maybe needs correcting */
WorldPacket data(MSG_MOVE_KNOCK_BACK, uint16(recv_data.size() + 4));
data.appendPackGUID(guid);
/* Includes data shown below (but in different order) */
movementInfo.Write(data);
/* This is sent in addition to the rest of the movement data (yes, angle+velocity are sent twice) */
data << movementInfo.GetJumpInfo().sinAngle;
data << movementInfo.GetJumpInfo().cosAngle;
data << movementInfo.GetJumpInfo().xyspeed;
data << movementInfo.GetJumpInfo().velocity;
/* Do we really need to send the data to everyone? Seemed to work better */
mover->SendMessageToSet(&data, false);
}
void WorldSession::SendKnockBack(float angle, float horizontalSpeed, float verticalSpeed)
{
float vsin = sin(angle);
float vcos = cos(angle);
WorldPacket data(SMSG_MOVE_KNOCK_BACK, 9 + 4 + 4 + 4 + 4 + 4);
data << GetPlayer()->GetPackGUID();
data << uint32(0); // Sequence
data << float(vcos); // x direction
data << float(vsin); // y direction
data << float(horizontalSpeed); // Horizontal speed
data << float(-verticalSpeed); // Z Movement speed (vertical)
SendPacket(&data);
}
void WorldSession::HandleMoveHoverAck(WorldPacket& recv_data)
{
DEBUG_LOG("CMSG_MOVE_HOVER_ACK");
MovementInfo movementInfo;
recv_data >> Unused<uint64>(); // guid
recv_data >> Unused<uint32>(); // unk
recv_data >> movementInfo;
recv_data >> Unused<uint32>(); // unk2
}
void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recv_data)
{
DEBUG_LOG("CMSG_MOVE_WATER_WALK_ACK");
MovementInfo movementInfo;
recv_data.read_skip<uint64>(); // guid
recv_data.read_skip<uint32>(); // unk
recv_data >> movementInfo;
recv_data >> Unused<uint32>(); // unk2
}
void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data)
{
if (!_player->IsAlive() || _player->IsInCombat())
{ return; }
ObjectGuid summonerGuid;
recv_data >> summonerGuid;
_player->SummonIfPossible(true);
}
bool WorldSession::VerifyMovementInfo(MovementInfo const& movementInfo, ObjectGuid const& guid) const
{
// ignore wrong guid (player attempt cheating own session for not own guid possible...)
if (guid != _player->GetMover()->GetObjectGuid())
{ return false; }
return VerifyMovementInfo(movementInfo);
}
bool WorldSession::VerifyMovementInfo(MovementInfo const& movementInfo) const
{
if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
{ return false; }
if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
// transports size limited
// (also received at zeppelin/lift leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
if (movementInfo.GetTransportPos()->x > 50 || movementInfo.GetTransportPos()->y > 50 || movementInfo.GetTransportPos()->z > 100)
{ return false; }
if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x + movementInfo.GetTransportPos()->x, movementInfo.GetPos()->y + movementInfo.GetTransportPos()->y,
movementInfo.GetPos()->z + movementInfo.GetTransportPos()->z, movementInfo.GetPos()->o + movementInfo.GetTransportPos()->o))
{
return false;
}
}
return true;
}
void WorldSession::HandleMoverRelocation(MovementInfo& movementInfo)
{
Unit* mover = _player->GetMover();
if (Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL)
{
if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
if (!plMover->m_transport)
{
// elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
{
if ((*iter)->GetObjectGuid() == movementInfo.GetTransportGuid())
{
plMover->m_transport = (*iter);
(*iter)->AddPassenger(plMover);
break;
}
}
}
}
else if (plMover->m_transport) // if we were on a transport, leave
{
plMover->m_transport->RemovePassenger(plMover);
plMover->m_transport = NULL;
movementInfo.ClearTransportData();
}
if (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater())
{
// now client not include swimming flag in case jumping under water
plMover->SetInWater(!plMover->IsInWater() || plMover->GetTerrain()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z));
}
plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
plMover->m_movementInfo = movementInfo;
/* Movement should cancel looting */
if (ObjectGuid lootGUID = plMover->GetLootGuid())
{
plMover->SendLootRelease(lootGUID);
}
if (movementInfo.GetPos()->z < -500.0f)
{
if (plMover->GetBattleGround()
&& plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
{
// do nothing, the handle already did if returned true
}
else
{
// NOTE: this is actually called many times while falling
// even after the player has been teleported away
// TODO: discard movement packets after the player is rooted
if (plMover->IsAlive())
{
plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, plMover->GetMaxHealth());
// pl can be alive if GM/etc
if (!plMover->IsAlive())
{
// change the death state to CORPSE to prevent the death timer from
// starting in the next player update
plMover->KillPlayer();
plMover->BuildPlayerRepop();
}
}
// cancel the death timer here if started
plMover->RepopAtGraveyard();
plMover->ResurrectPlayer(0.5f);
plMover->SpawnCorpseBones();
}
}
}
else // creature charmed
{
if (mover->IsInWorld())
{ mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o); }
}
}