Game/AI: SMART_ACTION_JUMP_TO_POS should resume path when reached jump location (#19029)

SmartAI NPCs using SMART_ACTION_JUMP_TO_POS
should resume their path when they have reached the jump location.

The changes in this PR makes the action work as intended.

Closes #18760
This commit is contained in:
tkrokli
2017-03-26 18:09:46 +02:00
committed by jackpoz
parent 596320ba15
commit 6e08051825
2 changed files with 0 additions and 6 deletions

View File

@@ -2132,12 +2132,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (Creature* creature = (*itr)->ToCreature())
{
creature->GetMotionMaster()->Clear();
creature->GetMotionMaster()->MoveJump(e.target.x, e.target.y, e.target.z, 0.0f, (float)e.action.jump.speedxy, (float)e.action.jump.speedz); // @todo add optional jump orientation support?
}
}
/// @todo Resume path when reached jump location
delete targets;
break;

View File

@@ -142,8 +142,6 @@ void EffectMovementGenerator::Finalize(Unit* unit)
{
if (Unit* victim = unit->GetVictim())
unit->GetMotionMaster()->MoveChase(victim);
else
unit->GetMotionMaster()->Initialize();
}
if (unit->ToCreature()->AI())