Fixed bug with not send not finished move for recently visible creature with waypoint movement generator.

This commit is contained in:
VladimirMangos 2009-02-25 06:44:18 +03:00
parent fa26c1f8d7
commit e510fd247b

View file

@ -105,6 +105,10 @@ public PathMovementBase<Creature, WaypointPath*>
// statics
static void Initialize(void);
// allow use for overwrite empty implementation
bool GetDestination(float& x, float& y, float& z) const { return PathMovementBase<Creature, WaypointPath*>::GetDestination(x,y,z); }
private:
void ClearWaypoints();
@ -138,5 +142,8 @@ public PathMovementBase<Player>
bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
void SetCurrentNodeAfterTeleport();
void SkipCurrentNode() { ++i_currentNode; }
// allow use for overwrite empty implementation
bool GetDestination(float& x, float& y, float& z) const { return PathMovementBase<Player>::GetDestination(x,y,z); }
};
#endif