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Changes Proposed:

This PR proposes changes to:

  • Core (units, players, creatures, game systems).
  • Scripts (bosses, spell scripts, creature scripts).
  • Database (SAI, creatures, etc).

Issues Addressed:

  • .go creature id fails for creatures on transports (ships, zeppelins, gunships)
  • .appear clips through transport when target player is aboard one

SOURCE:

The changes have been validated through:

  • Live research (checked on live servers, e.g Classic WotLK, Retail, etc.)
  • Sniffs (remember to share them with the open source community!)
  • Video evidence, knowledge databases or other public sources (e.g forums, Wowhead, etc.)
  • The changes promoted by this pull request come partially or entirely from another project (cherry-pick). Cherry-picks must be committed using the proper --author tag in order to be accepted, thus crediting the original authors, unless otherwise unable to be found

Tests Performed:

This PR has been:

  • Tested in-game by the author.
  • Tested in-game by other community members/someone else other than the author/has been live on production servers.
  • This pull request requires further testing and may have edge cases to be tested.

How to Test the Changes:

  • This pull request can be tested by following the reproduction steps provided in the linked issue
  • This pull request requires further testing. Provide steps to test your changes. If it requires any specific setup e.g multiple players please specify it as well.
  1. .go creature id 29795 (Koltira Deathweaver on Orgrim's Hammer)
  2. Verify you stay on the gunship as it moves
  3. Have another character board a boat/zeppelin, then .appear <name> to them
  4. Verify you stay on the transport

Known Issues and TODO List:

  • None

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For example: if a PR fixes spell X by changing a part of code that handles spells X, Y, and Z, we should not only test X, but we should test Y and Z as well.

@github-actions github-actions bot added Script file-cpp Used to trigger the matrix build labels Nov 29, 2025
@TheSCREWEDSoftware
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Out of curiosity how does this work if the creature has moved from their original spawn point (because the server is running and zone is loaded) do you still spawn on the transpoter or mid-air?

@blinkysc
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blinkysc commented Nov 30, 2025

Out of curiosity how does this work if the creature has moved from their original spawn point (because the server is running and zone is loaded) do you still spawn on the transpoter or mid-air?

Yeah it will handle if the character is moving too its based on its absolute location not spawn. Worth testing just in case as well

@sudlud sudlud requested a review from Copilot November 30, 2025 09:26
Copilot finished reviewing on behalf of sudlud November 30, 2025 09:30
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Pull request overview

This PR fixes issues with the .go creature and .appear commands when targeting creatures or players on transports (ships, zeppelins, gunships). The changes properly handle transport passenger management by setting transport state, calculating world coordinates from local transport coordinates, and using the TELE_TO_NOT_LEAVE_TRANSPORT teleport flag.

Key Changes

  • Added transport detection and handling to both .go creature and .appear commands
  • Implemented proper passenger management (removing from old transport, adding to new transport)
  • Coordinate transformation from transport-local to world coordinates using CalculatePassengerPosition

Reviewed changes

Copilot reviewed 2 out of 2 changed files in this pull request and generated 4 comments.

File Description
src/server/scripts/Commands/cs_misc.cpp Added transport handling to .appear command when target player is on a transport, including proper passenger state management and coordinate conversion
src/server/scripts/Commands/cs_go.cpp Added DoTeleportToTransport helper function that looks up transport by map ID and teleports player with proper transport state setup

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3 participants