fix(Core/Cinematics): Cinematic camera improvements (#25097)
This commit is contained in:
@@ -947,14 +947,14 @@ void WorldSession::HandleSetActionButtonOpcode(WorldPacket& recv_data)
|
||||
|
||||
void WorldSession::HandleCompleteCinematic(WorldPacket& /*recv_data*/)
|
||||
{
|
||||
// If player has sight bound to visual waypoint NPC we should remove it
|
||||
GetPlayer()->GetCinematicMgr()->EndCinematic();
|
||||
// End the current cinematic and restore the normal player view
|
||||
GetPlayer()->GetCinematicMgr().EndCinematic();
|
||||
}
|
||||
|
||||
void WorldSession::HandleNextCinematicCamera(WorldPacket& /*recv_data*/)
|
||||
{
|
||||
// Sent by client when cinematic actually begun. So we begin the server side process
|
||||
GetPlayer()->GetCinematicMgr()->BeginCinematic();
|
||||
GetPlayer()->GetCinematicMgr().StartCinematicCamera();
|
||||
}
|
||||
|
||||
void WorldSession::HandleSetActionBarToggles(WorldPacket& recv_data)
|
||||
|
||||
Reference in New Issue
Block a user