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authorthenecromancer <none@none>2010-04-03 12:39:02 +0200
committerthenecromancer <none@none>2010-04-03 12:39:02 +0200
commitaa31f350b35b3c0e6721e3de173a532107efdffa (patch)
tree95b4795403066bf782fd7b1619e2075fb48c8cb9
parente50b04f6570b21797c9c25ad29c65f61feb7ac74 (diff)
Fix waypoint movement removing flying animation for creatures
Fix flying creatures always moving forward ( maybe use flag only when really moving? ) --HG-- branch : trunk
-rw-r--r--src/game/Unit.cpp2
-rw-r--r--src/game/WaypointMovementGenerator.cpp4
2 files changed, 5 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 07a62e97a27..4fa18fa2604 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -15945,7 +15945,7 @@ void Unit::BuildMovementPacket(ByteBuffer *data) const
{
case TYPEID_UNIT:
if (canFly())
- const_cast<Unit*>(this)->AddUnitMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING);
+ const_cast<Unit*>(this)->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
break;
case TYPEID_PLAYER:
// remove unknown, unused etc flags for now
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp
index 2437f5d48ed..a31afaa5b14 100644
--- a/src/game/WaypointMovementGenerator.cpp
+++ b/src/game/WaypointMovementGenerator.cpp
@@ -86,6 +86,10 @@ void WaypointMovementGenerator<Creature>::InitTraveller(Creature &unit, const Wa
unit.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
unit.SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
+ // TODO: make this part of waypoint node, so that creature can walk when desired?
+ if (unit.canFly())
+ SetByteFlag(UNIT_FIELD_BYTES_1, 3, 0x02);
+
unit.addUnitState(UNIT_STAT_ROAMING);
}