[svn] Check combat reach in GetRandomContactPoint() until find out why some units have invalid combat reach.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-11-06 10:36:40 -06:00
parent 43910434c5
commit 31be467b2e

View File

@@ -428,11 +428,19 @@ bool Unit::IsWithinCombatDist(Unit *obj, float dist2compare) const
void Unit::GetRandomContactPoint( const Unit* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const
{
assert(GetCombatReach() > 0.1);
//assert(GetCombatReach() > 0.1);
float combat_reach = GetCombatReach();
if(combat_reach < 0.1)
{
sLog.outError("Unit %u (Type: %u) has invalid combat_reach %f",GetGUIDLow(),GetTypeId(),combat_reach);
if(GetTypeId() == TYPEID_UNIT)
sLog.outError("Creature entry %u has invalid combat_reach", ((Creature*)this)->GetEntry());
combat_reach = 0.5;
}
uint32 attacker_number = getAttackers().size();
if(attacker_number > 0) --attacker_number;
GetNearPoint(obj,x,y,z,obj->GetCombatReach(), distance2dMin+(distance2dMax-distance2dMin)*rand_norm()
, GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / GetCombatReach() / 3 : 0));
, GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / combat_reach / 3 : 0));
}
void Unit::RemoveSpellsCausingAura(AuraType auraType)