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authorNay <dnpd.dd@gmail.com>2012-09-08 15:21:44 +0100
committerNay <dnpd.dd@gmail.com>2012-09-08 15:21:44 +0100
commita55c7f6c8401e2e7333f7f94f8c21d0c9e69ebe2 (patch)
tree582634b79a1613789ffd394ccb872654f5e98cfb
parent242a2fdbc19d42c51ce017e045d347619af3eb12 (diff)
Core: Fix build and a warning
-rw-r--r--src/server/game/Movement/Spline/MoveSplineInit.cpp4
-rwxr-xr-xsrc/server/shared/Packets/ByteBuffer.h2
2 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp
index 973c1a918a6..60255f61b80 100644
--- a/src/server/game/Movement/Spline/MoveSplineInit.cpp
+++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp
@@ -73,7 +73,7 @@ namespace Movement
// there is a big chance 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
// Don't compute for transport movement if the unit is in a motion between two transports
- if (!move_spline.Finalized() && move_spline.onTransport == transport)
+ if (!move_spline.Finalized() && move_spline.onTransport == (unit.GetTransGUID() != 0))
real_position = move_spline.ComputePosition();
// should i do the things that user should do? - no.
@@ -83,7 +83,7 @@ namespace Movement
// correct first vertex
args.path[0] = real_position;
args.initialOrientation = real_position.orientation;
- move_spline.onTransport = transport;
+ move_spline.onTransport = (unit.GetTransGUID() != 0);
uint32 moveFlags = unit.m_movementInfo.GetMovementFlags();
if (args.flags.walkmode)
diff --git a/src/server/shared/Packets/ByteBuffer.h b/src/server/shared/Packets/ByteBuffer.h
index e4535378a48..ee828b203b9 100755
--- a/src/server/shared/Packets/ByteBuffer.h
+++ b/src/server/shared/Packets/ByteBuffer.h
@@ -209,7 +209,7 @@ class ByteBuffer
if (pos + bitCount > size() * 8)
throw ByteBufferPositionException(false, (pos + bitCount) / 8, size(), (bitCount - 1) / 8 + 1);
- for (int32 i = 0; i < bitCount; ++i)
+ for (uint32 i = 0; i < bitCount; ++i)
{
size_t wp = (pos + i) / 8;
size_t bit = (pos + i) % 8;