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authorjoschiwald <joschiwald.trinity@gmail.com>2017-11-11 21:54:08 +0100
committerjoschiwald <joschiwald.trinity@gmail.com>2017-11-11 21:54:08 +0100
commitd947ba42927d75ccd7293bba65feee2ac6bbf46c (patch)
tree560164962789dd0a2628e75c91e41b6cbe510f15
parenteac1648181d950188f0aaab25802b2bc3c7d3cbb (diff)
Fixed build
-rw-r--r--src/server/game/Entities/Transport/Transport.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Transport/Transport.cpp b/src/server/game/Entities/Transport/Transport.cpp
index 1a12eba6c31..e2698d21ebd 100644
--- a/src/server/game/Entities/Transport/Transport.cpp
+++ b/src/server/game/Entities/Transport/Transport.cpp
@@ -215,7 +215,7 @@ void Transport::Update(uint32 diff)
UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI));
}
else if (justStopped)
- UpdatePosition(_currentFrame->Node->LocX, _currentFrame->Node->LocY, _currentFrame->Node->LocZ, _currentFrame->InitialOrientation);
+ UpdatePosition(_currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z, _currentFrame->InitialOrientation);
else
{
/* There are four possible scenarios that trigger loading/unloading passengers: