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authormegamage <none@none>2009-05-01 21:04:02 -0500
committermegamage <none@none>2009-05-01 21:04:02 -0500
commita102098eb2f76ab1e49497c5ebbb8e6359c8b964 (patch)
tree87706926d1189d683e436e559d1c35dc3b02d2ae /src/game/ConfusedMovementGenerator.cpp
parentc9cd3b07f9e69030a86bcd9f06055f4247732d1d (diff)
*Send stop packet iff necessary. Hope this can fix the bug that cannot immediatly remove confuse movement and face wrong direction after charging.
--HG-- branch : trunk
Diffstat (limited to 'src/game/ConfusedMovementGenerator.cpp')
-rw-r--r--src/game/ConfusedMovementGenerator.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/ConfusedMovementGenerator.cpp b/src/game/ConfusedMovementGenerator.cpp
index bb7b56fdca7..2a81facc126 100644
--- a/src/game/ConfusedMovementGenerator.cpp
+++ b/src/game/ConfusedMovementGenerator.cpp
@@ -113,12 +113,12 @@ ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
// currently moving, update location
Traveller<T> traveller(unit);
- if( i_destinationHolder.UpdateTraveller(traveller, diff, false))
+ if( i_destinationHolder.UpdateTraveller(traveller, diff))
{
if( i_destinationHolder.HasArrived())
{
// arrived, stop and wait a bit
- unit.StopMoving();
+ unit.clearUnitState(UNIT_STAT_MOVE);
i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher