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More GM Call/Jump fixes

This commit is contained in:
JeidoUran 2019-01-06 16:25:51 +01:00
parent 12c053cdda
commit 73f261927b

View file

@ -627,17 +627,16 @@ void Sapphire::Network::GameConnection::gm2Handler( FrameworkPtr pFw,
{
player.exitInstance();
}
if( targetPlayer->getCurrentInstance() && player.getCurrentInstance() != targetPlayer->getCurrentInstance() )
if( targetPlayer->getCurrentZone()->getGuId() != player.getCurrentZone()->getGuId() )
{
auto instance = targetPlayer->getCurrentInstance();
auto pInstanceContent = instance->getAsInstanceContent();
// Not sure if GMs actually get bound to an instance they jump to on retail. It's mostly here to avoid a crash for now.
// Checks if the target player is in an InstanceContent to avoid binding to a Zone or PublicContent
if( targetPlayer->getCurrentInstance() )
{
auto pInstanceContent = targetPlayer->getCurrentInstance()->getAsInstanceContent();
// Not sure if GMs actually get bound to an instance they jump to on retail. It's mostly here to avoid a crash for now
pInstanceContent->bindPlayer( player.getId() );
player.setInstance( targetPlayer->getCurrentInstance() );
}
if( targetPlayer->getZoneId() != player.getZoneId() )
{
player.setZone( targetPlayer->getZoneId() );
player.setInstance( targetPlayer->getCurrentZone()->getGuId() );
}
player.changePosition( targetActor->getPos().x, targetActor->getPos().y, targetActor->getPos().z,
targetActor->getRot() );
@ -658,9 +657,9 @@ void Sapphire::Network::GameConnection::gm2Handler( FrameworkPtr pFw,
{
targetPlayer->exitInstance();
}
if ( targetPlayer->getZoneId() != player.getZoneId() )
if( targetPlayer->getCurrentZone()->getGuId() != player.getCurrentZone()->getGuId() )
{
targetPlayer->setZone( player.getZoneId() );
targetPlayer->setInstance( player.getCurrentZone()->getGuId() );
}
targetPlayer->changePosition( player.getPos().x, player.getPos().y, player.getPos().z, player.getRot() );
targetPlayer->sendZoneInPackets( 0x00, 0x00, 0, 0, false );