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

@ -143,7 +143,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
if (creature.canFly())
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
// Now we re-set destination to same node and start travel
const WaypointNode &node = i_path->at(i_currentNode);
@ -218,7 +218,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
if (creature.canFly())
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
const WaypointNode &node = i_path->at(i_currentNode);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
@ -292,7 +292,7 @@ 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(),MONSTER_MOVE_SPLINE_FLY);
player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(), SplineFlags(SPLINEFLAG_WALKMODE|SPLINEFLAG_FLYING));
}
void FlightPathMovementGenerator::Finalize(Player & player)