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authorSnapperRy <snapperryen@gmail.com>2016-06-10 21:03:30 +0200
committermik1893 <michele.roscelli@gmail.com>2016-06-10 20:03:30 +0100
commit2db9269ec1c06b5fccc45dc0a5b4f714f9b48804 (patch)
tree6f4e005e81015d363f7027c824dc91d2dd6a3760
parent19fa504ff5a51ded47f516640fc57deb6793547a (diff)
Core/Movement: interrupt a creature's current cast when fleeing for assistance, and (if spell is not castable while moving) when running random/fleeing movement generators. (#17271)
Also make sure the creature is alive before updating. Fixes #12823.
-rw-r--r--src/server/game/Movement/MotionMaster.cpp1
-rw-r--r--src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp6
-rw-r--r--src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp9
3 files changed, 16 insertions, 0 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index d2059886f40..26873451649 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -535,6 +535,7 @@ void MotionMaster::MoveSeekAssistance(float x, float y, float z)
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) seek assistance (X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUID().GetCounter(), x, y, z);
_owner->AttackStop();
+ _owner->CastStop();
_owner->ToCreature()->SetReactState(REACT_PASSIVE);
Mutate(new AssistanceMovementGenerator(x, y, z), MOTION_SLOT_ACTIVE);
}
diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
index 6cdd29986bb..4cf896c6d98 100644
--- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
@@ -38,6 +38,12 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T* owner)
if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
return;
+ if (owner->HasUnitState(UNIT_STATE_CASTING) && !owner->CanMoveDuringChannel())
+ {
+ owner->CastStop();
+ return;
+ }
+
owner->AddUnitState(UNIT_STATE_FLEEING_MOVE);
float x, y, z;
diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
index 59e1fdb3de0..feea0ce734d 100644
--- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
@@ -29,6 +29,12 @@
template<>
void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
{
+ if (creature->HasUnitState(UNIT_STATE_CASTING) && !creature->CanMoveDuringChannel())
+ {
+ creature->CastStop();
+ return;
+ }
+
float respX, respY, respZ, respO, destX, destY, destZ, travelDistZ;
creature->GetHomePosition(respX, respY, respZ, respO);
Map const* map = creature->GetBaseMap();
@@ -141,6 +147,9 @@ void RandomMovementGenerator<Creature>::DoFinalize(Creature* creature)
template<>
bool RandomMovementGenerator<Creature>::DoUpdate(Creature* creature, const uint32 diff)
{
+ if (!creature || !creature->IsAlive())
+ return false;
+
if (creature->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
{
i_nextMoveTime.Reset(0); // Expire the timer