Change pull effects speed calculations to work more or less correctly ( no more flying really high )

--HG--
branch : trunk
This commit is contained in:
thenecromancer
2010-04-03 12:41:12 +02:00
parent aa31f350b3
commit 71082bd48b

View File

@@ -6895,14 +6895,8 @@ void Spell::EffectPlayerPull(uint32 i)
if(!unitTarget)
return;
float speedZ;
if(m_spellInfo->EffectMiscValue[i])
speedZ = float(m_spellInfo->EffectMiscValue[i])/10;
else if(m_spellInfo->EffectMiscValueB[i])
speedZ = float(m_spellInfo->EffectMiscValueB[i])/10;
else
speedZ = 10.0f;
float speedXY = m_caster->GetExactDist2d(unitTarget) * 10.0f / speedZ;
float speedZ = m_spellInfo->EffectBasePoints[i]/10;
float speedXY = m_spellInfo->EffectMiscValue[i]/10;
unitTarget->GetMotionMaster()->MoveJump(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), speedXY, speedZ);
}