From 3c87af93e612186f450a99bb63cca2419387892d Mon Sep 17 00:00:00 2001 From: VladimirMangos Date: Wed, 25 Feb 2009 06:53:54 +0300 Subject: [PATCH] Send not finished moves for creatures at mass visibility update. --- src/game/GridNotifiers.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/src/game/GridNotifiers.cpp b/src/game/GridNotifiers.cpp index 56de6adaa..8f49150d3 100644 --- a/src/game/GridNotifiers.cpp +++ b/src/game/GridNotifiers.cpp @@ -130,11 +130,17 @@ VisibleNotifier::Notify() // Now do operations that required done at object visibility change to visible - // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) for(std::set::const_iterator vItr = i_visibleNow.begin(); vItr != i_visibleNow.end(); ++vItr) + { + // target aura duration for caster show only if target exist at caster client if((*vItr)!=&i_player && (*vItr)->isType(TYPEMASK_UNIT)) i_player.SendAurasForTarget((Unit*)(*vItr)); + + // non finished movements show to player + if((*vItr)->GetTypeId()==TYPEID_UNIT && ((Creature*)(*vItr))->isAlive()) + ((Creature*)(*vItr))->SendMonsterMoveWithSpeedToCurrentDestination(&i_player); + } } void