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authorQAston <none@none>2009-07-06 19:04:44 +0200
committerQAston <none@none>2009-07-06 19:04:44 +0200
commit5e51b3d7cb15693ca3dedf370fa396d1bb08a611 (patch)
treed447e682d5061530b3dba4bfea234d55849d992e /src/game/PointMovementGenerator.cpp
parent855c0dc3b21c875338c772b7532f228b8702b21b (diff)
*Fix client-server movement sync after knockback effect - by smellbee
*Fix the bug that sometimes creature don't evade, and chase for player to death - by smellbee *Do not set creature home position to place of engaging in combat --HG-- branch : trunk
Diffstat (limited to 'src/game/PointMovementGenerator.cpp')
-rw-r--r--src/game/PointMovementGenerator.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/PointMovementGenerator.cpp b/src/game/PointMovementGenerator.cpp
index ed057854aaa..24baa4939b4 100644
--- a/src/game/PointMovementGenerator.cpp
+++ b/src/game/PointMovementGenerator.cpp
@@ -32,7 +32,8 @@ void PointMovementGenerator<T>::Initialize(T &unit)
unit.StopMoving();
unit.clearUnitState(UNIT_STAT_MOVING);
Traveller<T> traveller(unit);
- i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, !unit.hasUnitState(UNIT_STAT_JUMPING));
+ // knockback effect has UNIT_STAT_JUMPING set,so if here we disable sentmonstermove there will be creature position sync problem between client and server
+ i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, true /* !unit.hasUnitState(UNIT_STAT_JUMPING)*/);
if (unit.GetTypeId() == TYPEID_UNIT && ((Creature*)&unit)->canFly())
unit.AddUnitMovementFlag(MOVEMENTFLAG_FLYING);