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authorMachiavelli <machiavelli.trinity@gmail.com>2012-03-18 13:18:43 +0100
committerMachiavelli <machiavelli.trinity@gmail.com>2012-03-18 13:18:43 +0100
commit2b1ba4cd781ba39c6cd74c0b459b1baa361bfec6 (patch)
treeb5af3851ecd394cf8e47a923c7fa9b0135be0c38
parent48799f33768c70f77f15398376318373f705db65 (diff)
Core/Movement: Compute current position in spline::Launch with Z offset. Fixes e.g. hovering creatures height increasing every time player interacts with it.
-rw-r--r--src/server/game/Movement/Spline/MoveSplineInit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp
index fe1db906a26..e586cb4f4f9 100644
--- a/src/server/game/Movement/Spline/MoveSplineInit.cpp
+++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp
@@ -58,7 +58,7 @@ namespace Movement
{
MoveSpline& move_spline = *unit.movespline;
- Location real_position(unit.GetPositionX(),unit.GetPositionY(),unit.GetPositionZ(),unit.GetOrientation());
+ Location real_position(unit.GetPositionX(),unit.GetPositionY(),unit.GetPositionZMinusOffset(),unit.GetOrientation());
// there is a big chane 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
if (!move_spline.Finalized())