From 385d2b2b27ce92c2f85e00a955423dbc65a66c8c Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Wed, 30 Oct 2019 03:36:25 +0100 Subject: [PATCH] Core/Transports: fixed a typo that was causing transports to move faster than intended after making them return to stop frame 0 via GO_STATE_TRANSPORT_ACTIVE --- src/server/game/Entities/Transport/Transport.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/server/game/Entities/Transport/Transport.cpp b/src/server/game/Entities/Transport/Transport.cpp index 4a158b9c9a9..465e2cbcbaa 100644 --- a/src/server/game/Entities/Transport/Transport.cpp +++ b/src/server/game/Entities/Transport/Transport.cpp @@ -480,6 +480,7 @@ void Transport::SetTransportState(GOState state, uint32 stopFrame /*= 0*/) stopTimer = currentStopFrameTime / 2; SetPeriod(getMSTime() + stopTimer); SetExpectedTravelTime(stopTimer); + SetDestinationStopFrameTime(m_goValue.Transport.StopFrames->at(0)); } } else @@ -499,11 +500,11 @@ void Transport::SetTransportState(GOState state, uint32 stopFrame /*= 0*/) // Transport destinations are sent as msTime + travel time from frame A to B SetPeriod(getMSTime() + travelTime); SetExpectedTravelTime(travelTime); + SetDestinationStopFrameTime(stopTimer); state = GOState(GO_STATE_TRANSPORT_STOPPED + stopFrame); } m_goValue.Transport.PathProgress = getMSTime() + stopTimer; - SetDestinationStopFrameTime(stopTimer); SetLastStopFrameTime(currentStopFrameTime); SetGoState(state); }