diff options
author | e <e@encyclopediadramatica.se> | 2012-09-04 13:00:08 -0400 |
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committer | e <e@encyclopediadramatica.se> | 2012-09-04 13:00:08 -0400 |
commit | 1e2ee2d680489ebac307d8356e84de70193f5143 (patch) | |
tree | b52d57c3c71ed992307d55f10637caba2512785e | |
parent | a4c115a494135d2cda4abc99195bfbe238a06412 (diff) |
[Unit::SetCharm] Restore original walking state when removing charm. Fixes mind control + walk bug.
-rwxr-xr-x | src/server/game/Entities/Unit/Unit.cpp | 13 | ||||
-rwxr-xr-x | src/server/game/Entities/Unit/Unit.h | 3 |
2 files changed, 12 insertions, 4 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 33f8828997d..9aca7b8c023 100755 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -9978,7 +9978,8 @@ void Unit::SetCharm(Unit* charm, bool apply) if (!charm->AddUInt64Value(UNIT_FIELD_CHARMEDBY, GetGUID())) sLog->outFatal(LOG_FILTER_UNITS, "Unit %u is being charmed, but it already has a charmer " UI64FMTD "", charm->GetEntry(), charm->GetCharmerGUID()); - if (charm->HasUnitMovementFlag(MOVEMENTFLAG_WALKING)) + m_isWalkingBeforeCharm = charm->IsWalking(); + if (m_isWalkingBeforeCharm) { charm->SetWalk(false); charm->SendMovementFlagUpdate(); @@ -10015,6 +10016,12 @@ void Unit::SetCharm(Unit* charm, bool apply) charm->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); charm->SetByteValue(UNIT_FIELD_BYTES_2, 1, 0); } + + if (charm->IsWalking() != m_isWalkingBeforeCharm) + { + charm->SetWalk(m_isWalkingBeforeCharm); + charm->SendMovementFlagUpdate(true); // send packet to self, to update movement state on player. + } if (charm->GetTypeId() == TYPEID_PLAYER || !charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_MINION) @@ -14763,11 +14770,11 @@ void Unit::StopMoving() init.Launch(); } -void Unit::SendMovementFlagUpdate() +void Unit::SendMovementFlagUpdate(bool self /* = false */) { WorldPacket data; BuildHeartBeatMsg(&data); - SendMessageToSet(&data, false); + SendMessageToSet(&data, self); } bool Unit::IsSitState() const diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index 2ec3ffec8ef..ff4832e043e 100755 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -1606,7 +1606,7 @@ class Unit : public WorldObject void MonsterMoveWithSpeed(float x, float y, float z, float speed); //void SetFacing(float ori, WorldObject* obj = NULL); //void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL); - void SendMovementFlagUpdate(); + void SendMovementFlagUpdate(bool self = false); /*! These methods send the same packet to the client in apply and unapply case. The client-side interpretation of this packet depends on the presence of relevant movementflags @@ -2356,6 +2356,7 @@ class Unit : public WorldObject Spell const* _focusSpell; bool _targetLocked; // locks the target during spell cast for proper facing + bool m_isWalkingBeforeCharm; // Are we walking before we were charmed? }; namespace Trinity |