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[8077] Resolve mixed store and use 2 different flags values types in single field.
* Create new monster move field in Creature class and use it in all cases when expected use MONSTER_MOVE_* flags. * Store and use MOVEMENTFLAG_* values in field in MovementInfo structure of Player class. * Cleanups and fix related code. NOTE: DB in creature_addon store values similar MONSTER_MOVE_* flags, scritps also expected set only this flags.
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00fc1d7593
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21a6a26386
24 changed files with 215 additions and 201 deletions
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@ -110,7 +110,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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// Now we re-set destination to same node and start travel
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creature.addUnitState(UNIT_STAT_ROAMING);
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if (creature.canFly())
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creature.AddUnitMovementFlag(MONSTER_MOVE_FLY);
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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const WaypointNode &node = i_path->at(i_currentNode);
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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@ -173,7 +173,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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{
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creature.addUnitState(UNIT_STAT_ROAMING);
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if (creature.canFly())
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creature.AddUnitMovementFlag(MONSTER_MOVE_FLY);
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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const WaypointNode &node = i_path->at(i_currentNode);
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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