Core/Movement: MotionMaster reimplementation (#21888)

Internal structure and handling changes, nothing behavioural (or thats the intention at least).

(cherry picked from commit 982643cd96)
This commit is contained in:
ccrs
2018-06-03 10:06:57 -07:00
committed by Shauren
parent 3e0af19b77
commit 426f9f2f92
96 changed files with 2412 additions and 1486 deletions

View File

@@ -96,7 +96,7 @@ class npc_pet_dk_ebon_gargoyle : public CreatureScript
float x = me->GetPositionX() + 20 * std::cos(me->GetOrientation());
float y = me->GetPositionY() + 20 * std::sin(me->GetOrientation());
float z = me->GetPositionZ() + 40;
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MovePoint(0, x, y, z);
// Despawn as soon as possible

View File

@@ -190,8 +190,8 @@ class npc_pet_mage_mirror_image : public CreatureScript
me->CombatStop(true);
if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW))
{
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());
}
}