diff options
| author | megamage <none@none> | 2008-11-01 16:53:16 -0500 |
|---|---|---|
| committer | megamage <none@none> | 2008-11-01 16:53:16 -0500 |
| commit | 37d0fdd0cd4f6012c4a0c1f536a726fed9d4994e (patch) | |
| tree | 96a7067d4e7fd21a1b26766f43f8bb122f00d7d3 /src/game/TargetedMovementGenerator.cpp | |
| parent | d292b85d3849cf45028ee98220311af9b0ccafa0 (diff) | |
[svn] Check creature combat reach when loading db. This should fix the bug that finding random contact point causes crash.
--HG--
branch : trunk
Diffstat (limited to 'src/game/TargetedMovementGenerator.cpp')
| -rw-r--r-- | src/game/TargetedMovementGenerator.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp index 283fcfa8343..bd0e7e378fd 100644 --- a/src/game/TargetedMovementGenerator.cpp +++ b/src/game/TargetedMovementGenerator.cpp @@ -164,7 +164,7 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff) if (owner.GetObjectSize()) i_destinationHolder.ResetUpdate(50); - float dist = owner.GetFloatValue(UNIT_FIELD_COMBATREACH) + i_target.getTarget()->GetFloatValue(UNIT_FIELD_COMBATREACH) + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE); + float dist = owner.GetCombatReach() + i_target.getTarget()->GetCombatReach() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE); //More distance let have better performance, less distance let have more sensitive reaction at target move. |
