[DiscordArchive] no, bad catch. why is player (or creature) losing (or gaining) these movement flags without going th
[DiscordArchive] no, bad catch. why is player (or creature) losing (or gaining) these movement flags without going th
Archived author: Tea • Posted: 2024-02-24T00:18:13.812000+00:00
Original source
no, bad catch. why is player (or creature) losing (or gaining) these movement flags without going through these functions (which should have set proper anim before)?
Archived author: ModoX • Posted: 2024-02-24T00:18:43.290000+00:00
Original source
movementInfo is directly set
Archived author: ModoX • Posted: 2024-02-24T00:18:52.985000+00:00
Original source
thats why the methods are not executed
Archived author: ModoX • Posted: 2024-02-24T00:19:22.685000+00:00
Original source
<https://github.com/TrinityCore/TrinityCore/pull/29744/files#diff-8769668518bf8b1dddc2dc49da8d4f5b34a0c3f4b501910c15556daf9a044791L34>
this line in particular was causing the issue
Archived author: Tea • Posted: 2024-02-24T00:29:41.421000+00:00
Original source
thats not what i mean at all
Archived author: Tea • Posted: 2024-02-24T00:30:09.542000+00:00
Original source
client should never be in control of setting these flags
Archived author: Tea • Posted: 2024-02-24T00:30:49+00:00
Original source
it should always be initiated by server through these functions
Archived author: Northstrider • Posted: 2024-02-24T00:55:31.762000+00:00
Original source
the movement status from the ack packets shouldn't get copied like they currently are at all. they should only be used to validate that whatever movestatechange has been sent has been received.
Archived author: Northstrider • Posted: 2024-02-24T01:13:33.752000+00:00
Original source
and the fix for that issue is that the ack packet is not meant for the player. the ack returns the movement status of the vehicle, not the player so this status should get copied to the player at all