From 1472bc9a7d33391844f49e2b47a2d235e62df920 Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Fri, 1 May 2020 14:46:55 +0200 Subject: [PATCH] Core/Spells: removed deprecated path generation for TARGET_DEST_CASTER_FRONT_LEAP since MovePositonToFirstCollision now does the job --- src/server/game/Spells/Spell.cpp | 17 +---------------- 1 file changed, 1 insertion(+), 16 deletions(-) diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index f29419cfcfc..2309f8ee17b 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -1379,23 +1379,8 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici float angle = targetType.CalcDirectionAngle(); Position pos = dest._position; - unitCaster->MovePositionToFirstCollision(pos, dist, angle); - // Generate path to that point. - if (!m_preGeneratedPath) - m_preGeneratedPath = std::make_unique(unitCaster); - - m_preGeneratedPath->SetPathLengthLimit(dist); - - // Should we use straightline here ? What do we do when we don't have a full path ? - bool pathResult = m_preGeneratedPath->CalculatePath(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), false, true); - if (pathResult && m_preGeneratedPath->GetPathType() & (PATHFIND_NORMAL | PATHFIND_SHORTCUT)) - { - pos.m_positionX = m_preGeneratedPath->GetActualEndPosition().x; - pos.m_positionY = m_preGeneratedPath->GetActualEndPosition().y; - pos.m_positionZ = m_preGeneratedPath->GetActualEndPosition().z; - dest.Relocate(pos); - } + dest.Relocate(pos); break; } case TARGET_DEST_CASTER_FLOOR: