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authorQAston <none@none>2009-07-31 13:21:32 +0200
committerQAston <none@none>2009-07-31 13:21:32 +0200
commitb212461f95aad264b608abfb88e66e0cf4ce511f (patch)
treef97ca6171659153c6f045e71b33332e3ef1d178f /src/game/PointMovementGenerator.cpp
parent1f53433c6c4de01709410581ba644be7e6aaf6fe (diff)
parent40f7c7243cae08cda7b129ac13d4768414753b4e (diff)
*Merge after backout.
--HG-- branch : trunk
Diffstat (limited to 'src/game/PointMovementGenerator.cpp')
-rw-r--r--src/game/PointMovementGenerator.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/game/PointMovementGenerator.cpp b/src/game/PointMovementGenerator.cpp
index 24baa4939b4..ffd036e9c21 100644
--- a/src/game/PointMovementGenerator.cpp
+++ b/src/game/PointMovementGenerator.cpp
@@ -30,7 +30,6 @@ template<class T>
void PointMovementGenerator<T>::Initialize(T &unit)
{
unit.StopMoving();
- unit.clearUnitState(UNIT_STAT_MOVING);
Traveller<T> traveller(unit);
// 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)*/);