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*Movement Generators standardization.
- bool GetDestination(&x,&y,&z) added to all movement generators.(it is used by update of players view distance) - Fixed when creature entering in combat not count this as StoppedByPlayer. - Random Movement Generator - added support for creating custom spawndist during the game. - Random Movement Generator - Db spawndist is checked only at initialize(NOT in each sellect of random location). - Added Random Movement to motion master - it can be called now by MoveRandom(spawndist) e.g. for use in SD2. - Home and Random movements no more using RespawnCoords(Home Position has implemented) - Fixed bug when creature is moving on path and enter combat, after that returns to spawn position. -Typo fix in Confused Movement Generator --HG-- branch : trunk
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@@ -49,6 +49,22 @@ FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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i_destinationHolder.SetDestination(traveller, x, y, z);
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}
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template<>
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bool FleeingMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
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{
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if(i_destinationHolder.HasArrived())
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return false;
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i_destinationHolder.GetDestination(x, y, z);
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return true;
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}
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template<>
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bool FleeingMovementGenerator<Player>::GetDestination(float &x, float &y, float &z) const
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{
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return false;
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}
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template<class T>
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bool
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FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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