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[9210] Fix visual bug making npc run-in-same-position in client.
Not send MOVEMENTFLAG_FORWARD (even if expected). As result npc will not run in same position when npc becomes visible at client side. Signed-off-by: NoFantasy <nofantasy@nf.no>
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2 changed files with 5 additions and 4 deletions
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@ -263,14 +263,15 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
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{
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flags2 = MOVEMENTFLAG_NONE;
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if (!((Creature*)this)->IsStopped())
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flags2 |= MOVEMENTFLAG_FORWARD; // not set if not really moving
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// disabled, makes them run-in-same-place before movement generator updated once.
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/*if (((Creature*)this)->hasUnitState(UNIT_STAT_MOVING))
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flags2 |= MOVEMENTFLAG_FORWARD;*/ // not set if not really moving
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if (((Creature*)this)->canFly())
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{
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flags2 |= MOVEMENTFLAG_LEVITATING; // (ok) most seem to have this
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if (((Creature*)this)->IsStopped())
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if (!((Creature*)this)->hasUnitState(UNIT_STAT_MOVING))
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flags2 |= MOVEMENTFLAG_FLY_UNK1; // (ok) possibly some "hover" mode
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else
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{
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