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fix(Commands): .go creature and .appear support transports #23969
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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? |
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 |
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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 creatureand.appearcommands - 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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Changes Proposed:
This PR proposes changes to:
Issues Addressed:
.go creature idfails for creatures on transports (ships, zeppelins, gunships).appearclips through transport when target player is aboard oneSOURCE:
The changes have been validated through:
Tests Performed:
This PR has been:
How to Test the Changes:
.go creature id 29795(Koltira Deathweaver on Orgrim's Hammer).appear <name>to themKnown Issues and TODO List:
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