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Core/Transports: Path generation rewrite v2
* No TaxiPathNode row is skipped anymore (events/delays on first node now work) * Fixed transport animation synchronization with client * Fixed stoppable transports randomly resuming their path after relogging Closes #27985
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@@ -677,7 +677,7 @@ class TC_GAME_API TransportScript : public ScriptObject, public UpdatableScript<
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virtual void OnRemovePassenger(Transport* /*transport*/, Player* /*player*/) { }
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// Called when a transport moves.
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virtual void OnRelocate(Transport* /*transport*/, uint32 /*waypointId*/, uint32 /*mapId*/, float /*x*/, float /*y*/, float /*z*/) { }
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virtual void OnRelocate(Transport* /*transport*/, uint32 /*mapId*/, float /*x*/, float /*y*/, float /*z*/) { }
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};
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class TC_GAME_API AchievementScript : public ScriptObject
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@@ -1180,7 +1180,7 @@ class TC_GAME_API ScriptMgr
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void OnAddCreaturePassenger(Transport* transport, Creature* creature);
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void OnRemovePassenger(Transport* transport, Player* player);
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void OnTransportUpdate(Transport* transport, uint32 diff);
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void OnRelocate(Transport* transport, uint32 waypointId, uint32 mapId, float x, float y, float z);
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void OnRelocate(Transport* transport, uint32 mapId, float x, float y, float z);
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public: /* AchievementScript */
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