Core/Vehicle: Improved the position fix when changing vehicle from 5eb22e5b64

Thanks Shauren
This commit is contained in:
kaelima
2012-09-07 14:00:05 +02:00
parent faf9f481ef
commit d0f4526d71
3 changed files with 6 additions and 2 deletions

View File

@@ -167,6 +167,7 @@ void MoveSpline::Initialize(const MoveSplineInitArgs& args)
point_Idx_offset = args.path_Idx_offset;
initialOrientation = args.initialOrientation;
onTransport = false;
time_passed = 0;
vertical_acceleration = 0.f;
effect_start_time = 0;

View File

@@ -119,6 +119,7 @@ namespace Movement
const Vector3 CurrentDestination() const { return Initialized() ? spline.getPoint(point_Idx+1) : Vector3();}
int32 currentPathIdx() const;
bool onTransport;
std::string ToString() const;
};
}

View File

@@ -71,10 +71,11 @@ namespace Movement
real_position.z = unit.GetTransOffsetZ();
real_position.orientation = unit.GetTransOffsetO();
}
// there is a big chance that current position is unknown if current state is not finalized, need compute it
// this also allows calculate spline position and update map position in much greater intervals
// Don't compute for transport movement. The unit could be in a motion between two transports, thus having transport moveflag but is resulting in regular positions
else if (!move_spline.Finalized())
// Don't compute for transport movement if the unit is in a motion between two transports
if (!move_spline.Finalized() && move_spline.onTransport == transport)
real_position = move_spline.ComputePosition();
// should i do the things that user should do? - no.
@@ -84,6 +85,7 @@ namespace Movement
// corrent first vertex
args.path[0] = real_position;
args.initialOrientation = real_position.orientation;
move_spline.onTransport = transport;
uint32 moveFlags = unit.m_movementInfo.GetMovementFlags();
if (args.flags.walkmode)