Updated to 3.1.2.9855 client build, fixed quests, some work on monster movement. Not tested.

This commit is contained in:
tomrus88 2009-05-02 19:38:14 +04:00
parent 21a38a42d8
commit b980e9ac59
22 changed files with 114 additions and 92 deletions

View file

@ -109,7 +109,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
// Now we re-set destination to same node and start travel
creature.addUnitState(UNIT_STAT_ROAMING);
if (creature.canFly())
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
creature.AddUnitMovementFlag(MONSTER_MOVE_FLAG_TEST_FLY);
const WaypointNode &node = i_path->at(i_currentNode);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
@ -172,7 +172,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
{
creature.addUnitState(UNIT_STAT_ROAMING);
if (creature.canFly())
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
creature.AddUnitMovementFlag(MONSTER_MOVE_FLAG_TEST_FLY);
const WaypointNode &node = i_path->at(i_currentNode);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
@ -240,7 +240,7 @@ void FlightPathMovementGenerator::Initialize(Player &player)
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(),0x420);
player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(),MONSTER_MOVE_FLAG_SPLINE_FLY);
}
void FlightPathMovementGenerator::Finalize(Player & player)
@ -261,7 +261,7 @@ void FlightPathMovementGenerator::Finalize(Player & player)
if(player.pvpInfo.inHostileArea)
player.CastSpell(&player, 2479, true);
player.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
player.SetUnitMovementFlags(MONSTER_MOVE_FLAG_WALK);
player.StopMoving();
}
}