[11754] Implement jump (parabolic movement) effect

Also correct destination calculation in Unit::KnockBackFrom - now spline knockback effect works similar to client's effect (same amplitude, speed etc)
This commit is contained in:
SilverIce 2011-07-26 13:56:06 +03:00
parent 28759f9ed4
commit a7610f79c7
12 changed files with 58 additions and 25 deletions

View file

@ -312,7 +312,7 @@ void FlightPathMovementGenerator::Reset(Player & player)
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
int32 pointId = player.movespline->currentPathIdx();
uint32 pointId = (uint32)player.movespline->currentPathIdx();
// currentPathIdx returns lastIdx + 1 at arrive
while (i_currentNode < pointId)
{