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Core/Vehicles: Send transport X,Y,Z offsets as floats instead of uint32, fixes a possible client crash.
Thanks to j4r0d
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@@ -418,11 +418,11 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 M
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void Unit::SendMonsterMoveTransport(Unit *vehicleOwner)
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{
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// TODO: Turn into BuildMonsterMoveTransport packet and allow certain variables (for npc movement aboard vehicles)
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WorldPacket data(SMSG_MONSTER_MOVE_TRANSPORT, GetPackGUID().size()+vehicleOwner->GetPackGUID().size());
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WorldPacket data(SMSG_MONSTER_MOVE_TRANSPORT, GetPackGUID().size()+vehicleOwner->GetPackGUID().size() + 47);
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data.append(GetPackGUID());
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data.append(vehicleOwner->GetPackGUID());
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data << int8(GetTransSeat());
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data << uint8(0); // unk boolean
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data << uint8(0); // unk boolean
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data << GetPositionX() - vehicleOwner->GetPositionX();
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data << GetPositionY() - vehicleOwner->GetPositionY();
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data << GetPositionZ() - vehicleOwner->GetPositionZ();
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@@ -431,10 +431,10 @@ void Unit::SendMonsterMoveTransport(Unit *vehicleOwner)
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data << GetTransOffsetO(); // facing angle?
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data << uint32(SPLINEFLAG_TRANSPORT);
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data << uint32(0); // move time
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data << uint32(1);
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data << uint32(GetTransOffsetX());
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data << uint32(GetTransOffsetY());
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data << uint32(GetTransOffsetZ());
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data << uint32(1); // amount of waypoints
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data << GetTransOffsetX();
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data << GetTransOffsetY();
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data << GetTransOffsetZ();
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SendMessageToSet(&data, true);
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}
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