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authortkrokli <tkrokli@users.noreply.github.com>2017-03-26 18:09:46 +0200
committerfunjoker <funjoker109@gmail.com>2020-04-24 17:18:50 +0200
commita0feff65bec4e7583e281afe7f82cf1a8c77de68 (patch)
tree5e6b465002708745e8b8cd2c2dfb53743ad8c54e
parent7be8b9cb7dc7b9827ebdc57b4c55830cd745740f (diff)
Game/AI: SMART_ACTION_JUMP_TO_POS should resume path when reached jump location (#19029)
SmartAI NPCs using SMART_ACTION_JUMP_TO_POS should resume their path when they have reached the jump location. The changes in this PR makes the action work as intended. Closes #18760 (cherry picked from commit 6e08051825d3d05ea2bccbe43c0823a40ee08057)
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp4
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp2
2 files changed, 0 insertions, 6 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index 8bee4794975..6224533846e 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -2341,12 +2341,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (Creature* creature = (*itr)->ToCreature())
- {
- creature->GetMotionMaster()->Clear();
creature->GetMotionMaster()->MoveJump(e.target.x, e.target.y, e.target.z, 0.0f, (float)e.action.jump.speedxy, (float)e.action.jump.speedz); // @todo add optional jump orientation support?
- }
}
- /// @todo Resume path when reached jump location
delete targets;
break;
diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
index 6f3b34c0e4f..3cf0711dc41 100755
--- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
@@ -149,8 +149,6 @@ void EffectMovementGenerator::Finalize(Unit* unit)
{
if (Unit* victim = unit->GetVictim())
unit->GetMotionMaster()->MoveChase(victim);
- else
- unit->GetMotionMaster()->Initialize();
}
if (unit->ToCreature()->AI())