Get rid of monster movement flags, since it's really spline flags.

Thanks to Ralek for research.
This commit is contained in:
tomrus88 2010-02-07 14:53:09 +03:00
parent 4a3081e7d5
commit db547a008a
20 changed files with 206 additions and 182 deletions

View file

@ -6336,14 +6336,14 @@ void Spell::EffectCharge(uint32 /*i*/)
((Creature *)unitTarget)->StopMoving();
// Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId()==TYPEID_PLAYER ? MONSTER_MOVE_WALK : ((Creature*)m_caster)->GetMonsterMoveFlags(), 1);
m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)m_caster)->GetSplineFlags(), 1);
if (m_caster->GetTypeId() != TYPEID_PLAYER)
m_caster->GetMap()->CreatureRelocation((Creature*)m_caster,x,y,z,m_caster->GetOrientation());
m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, m_caster->GetOrientation());
// not all charge effects used in negative spells
if (unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id))
m_caster->Attack(unitTarget,true);
m_caster->Attack(unitTarget, true);
}
void Spell::EffectCharge2(uint32 /*i*/)
@ -6364,14 +6364,14 @@ void Spell::EffectCharge2(uint32 /*i*/)
return;
// Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId()==TYPEID_PLAYER ? MONSTER_MOVE_WALK : ((Creature*)m_caster)->GetMonsterMoveFlags(), 1);
m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)m_caster)->GetSplineFlags(), 1);
if (m_caster->GetTypeId() != TYPEID_PLAYER)
m_caster->GetMap()->CreatureRelocation((Creature*)m_caster,x,y,z,m_caster->GetOrientation());
m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, m_caster->GetOrientation());
// not all charge effects used in negative spells
if (unitTarget && unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id))
m_caster->Attack(unitTarget,true);
m_caster->Attack(unitTarget, true);
}
void Spell::EffectSummonCritter(uint32 i, uint32 forceFaction)