[Unit::SetCharm] Restore original walking state when removing charm. Fixes mind control + walk bug.

This commit is contained in:
e
2012-09-04 13:00:08 -04:00
parent a4c115a494
commit 1e2ee2d680
2 changed files with 12 additions and 4 deletions

View File

@@ -9978,7 +9978,8 @@ void Unit::SetCharm(Unit* charm, bool apply)
if (!charm->AddUInt64Value(UNIT_FIELD_CHARMEDBY, GetGUID()))
sLog->outFatal(LOG_FILTER_UNITS, "Unit %u is being charmed, but it already has a charmer " UI64FMTD "", charm->GetEntry(), charm->GetCharmerGUID());
if (charm->HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
m_isWalkingBeforeCharm = charm->IsWalking();
if (m_isWalkingBeforeCharm)
{
charm->SetWalk(false);
charm->SendMovementFlagUpdate();
@@ -10015,6 +10016,12 @@ void Unit::SetCharm(Unit* charm, bool apply)
charm->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
charm->SetByteValue(UNIT_FIELD_BYTES_2, 1, 0);
}
if (charm->IsWalking() != m_isWalkingBeforeCharm)
{
charm->SetWalk(m_isWalkingBeforeCharm);
charm->SendMovementFlagUpdate(true); // send packet to self, to update movement state on player.
}
if (charm->GetTypeId() == TYPEID_PLAYER
|| !charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_MINION)
@@ -14763,11 +14770,11 @@ void Unit::StopMoving()
init.Launch();
}
void Unit::SendMovementFlagUpdate()
void Unit::SendMovementFlagUpdate(bool self /* = false */)
{
WorldPacket data;
BuildHeartBeatMsg(&data);
SendMessageToSet(&data, false);
SendMessageToSet(&data, self);
}
bool Unit::IsSitState() const

View File

@@ -1606,7 +1606,7 @@ class Unit : public WorldObject
void MonsterMoveWithSpeed(float x, float y, float z, float speed);
//void SetFacing(float ori, WorldObject* obj = NULL);
//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL);
void SendMovementFlagUpdate();
void SendMovementFlagUpdate(bool self = false);
/*! These methods send the same packet to the client in apply and unapply case.
The client-side interpretation of this packet depends on the presence of relevant movementflags
@@ -2356,6 +2356,7 @@ class Unit : public WorldObject
Spell const* _focusSpell;
bool _targetLocked; // locks the target during spell cast for proper facing
bool m_isWalkingBeforeCharm; // Are we walking before we were charmed?
};
namespace Trinity