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Get rid of monster movement flags, since it's really spline flags.
Thanks to Ralek for research.
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4a3081e7d5
commit
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20 changed files with 206 additions and 182 deletions
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@ -6336,14 +6336,14 @@ void Spell::EffectCharge(uint32 /*i*/)
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((Creature *)unitTarget)->StopMoving();
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// Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
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m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId()==TYPEID_PLAYER ? MONSTER_MOVE_WALK : ((Creature*)m_caster)->GetMonsterMoveFlags(), 1);
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m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)m_caster)->GetSplineFlags(), 1);
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if (m_caster->GetTypeId() != TYPEID_PLAYER)
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m_caster->GetMap()->CreatureRelocation((Creature*)m_caster,x,y,z,m_caster->GetOrientation());
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m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, m_caster->GetOrientation());
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// not all charge effects used in negative spells
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if (unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id))
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m_caster->Attack(unitTarget,true);
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m_caster->Attack(unitTarget, true);
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}
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void Spell::EffectCharge2(uint32 /*i*/)
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@ -6364,14 +6364,14 @@ void Spell::EffectCharge2(uint32 /*i*/)
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return;
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// Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
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m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId()==TYPEID_PLAYER ? MONSTER_MOVE_WALK : ((Creature*)m_caster)->GetMonsterMoveFlags(), 1);
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m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)m_caster)->GetSplineFlags(), 1);
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if (m_caster->GetTypeId() != TYPEID_PLAYER)
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m_caster->GetMap()->CreatureRelocation((Creature*)m_caster,x,y,z,m_caster->GetOrientation());
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m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, m_caster->GetOrientation());
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// not all charge effects used in negative spells
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if (unitTarget && unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id))
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m_caster->Attack(unitTarget,true);
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m_caster->Attack(unitTarget, true);
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}
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void Spell::EffectSummonCritter(uint32 i, uint32 forceFaction)
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