[Hotfix] Fix EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE regression caused by #2897 (#2928)

* [Hotfix] Fix EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE regression caused by  #2897

* Update client_packet.cpp
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Chris Miles 2023-02-14 04:36:10 -06:00 committed by GitHub
parent d107213fe1
commit ccf8504dec
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@ -15239,8 +15239,12 @@ void Client::Handle_OP_Translocate(const EQApplicationPacket *app)
zone->GetInstanceID() == PendingTranslocateData.instance_id zone->GetInstanceID() == PendingTranslocateData.instance_id
); );
int quest_return = 0;
if (parse->SpellHasQuestSub(spell_id, EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE)) { if (parse->SpellHasQuestSub(spell_id, EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE)) {
if (parse->EventSpell(EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE, nullptr, this, spell_id, "", 0) == 0) { quest_return = parse->EventSpell(EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE, nullptr, this, spell_id, "", 0);
}
if (quest_return == 0) {
// If the spell has a translocate to bind effect, AND we are already in the zone the client // If the spell has a translocate to bind effect, AND we are already in the zone the client
// is bound in, use the GoToBind method. If we send OP_Translocate in this case, the client moves itself // is bound in, use the GoToBind method. If we send OP_Translocate in this case, the client moves itself
// to the bind coords it has from the PlayerProfile, but with the X and Y reversed. I suspect they are // to the bind coords it has from the PlayerProfile, but with the X and Y reversed. I suspect they are
@ -15268,7 +15272,6 @@ void Client::Handle_OP_Translocate(const EQApplicationPacket *app)
); );
} }
} }
}
PendingTranslocate = false; PendingTranslocate = false;
} }