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| author | Shauren <shauren.trinity@gmail.com> | 2016-05-07 00:01:45 +0200 |
|---|---|---|
| committer | joschiwald <joschiwald.trinity@gmail.com> | 2017-01-07 21:54:25 +0100 |
| commit | 3d9479dcbfb6b6be1fa7b281a5f790e5b9a1b990 (patch) | |
| tree | 7ba76ce2644f54a81f285cf709d651cfa8165cbb | |
| parent | 7f8a4ad3a7ddf49decbe3abb957ff07715bce7b4 (diff) | |
Core/Movement: Do not launch pathfinding for splines turning on the spot
(cherry picked from commit 66006e3d0dd499152ce367e72fbf223356670eb6)
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index e0b9e489e9e..871b04c46f5 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -15457,7 +15457,7 @@ void Unit::SetFacingToObject(WorldObject const* object) /// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is. Movement::MoveSplineInit init(this); - init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset()); + init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset(), false); init.SetFacing(GetAngle(object)); // when on transport, GetAngle will still return global coordinates (and angle) that needs transforming init.Launch(); } |
