void WorldSession::HandleQueryCorpseTransport(WorldPackets::Query::QueryCorpseTransport& packet) { TC_LOG_DEBUG("network", "WORLD: Recv CMSG_QUERY_CORPSE_TRANSPORT"); Corpse* corpse = _player->GetCorpse(); WorldPackets::Query::CorpseTransportQuery response; if (!corpse || corpse->GetTransGUID().IsEmpty() || corpse->GetTransGUID() != packet.Transport) { response.Position = G3D::Vector3(0.0f, 0.0f, 0.0f); response.Facing = 0.0f; } else { response.Position = G3D::Vector3(corpse->GetTransOffsetX(), corpse->GetTransOffsetY(), corpse->GetTransOffsetZ()); response.Facing = corpse->GetTransOffsetO(); } SendPacket(response.Write()); }