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authormaximius <none@none>2009-09-19 12:13:08 -0700
committermaximius <none@none>2009-09-19 12:13:08 -0700
commit0cf75ef9eaca43ebc9b7f8cde09428829989cf36 (patch)
tree24f56d1358b46ca0ad5dc513e3b1a3cdcd90bfb0 /src/game/WaypointMovementGenerator.cpp
parent15d85229fae45405557aa6b706681dabaf854ed5 (diff)
*Wintergrasp: Prevent defenders team to click the relic. Patch by Spp.
*Zum'Rah Area Trigger Script, Zum'Rah should become hostile when approached. By totoro. *Judgement of Light PPM based, not 100%. By Drevi. *Fix Deflection Exploit. By manuel, thanks to TheNecromancer and Gyullo. *Correct Wintergrasp Tenacity formulas, by Gyullo. *A Spirit Guide Escort Quest, code from SD2, patch by manuel. *TrullyOne/MeanMachine Waypoint System Restored. Patch by XTElite1. --HG-- branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r--src/game/WaypointMovementGenerator.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp
index 0a11acab88a..0bfd007011b 100644
--- a/src/game/WaypointMovementGenerator.cpp
+++ b/src/game/WaypointMovementGenerator.cpp
@@ -97,7 +97,7 @@ WaypointMovementGenerator<Creature>::Initialize(Creature &u)
//i_nextMoveTime.Reset(0);
StopedByPlayer = false;
if(!path_id)
- path_id = u.GetWaypointPathId();
+ path_id = u.GetWaypointPath();
waypoints = WaypointMgr.GetPath(path_id);
i_currentNode = 0;
if(waypoints && waypoints->size())
@@ -223,7 +223,7 @@ template bool WaypointMovementGenerator<Player>::Update(Player &, const uint32 &
template void WaypointMovementGenerator<Player>::MovementInform(Player &);
//----------------------------------------------------//
-void FlightPathMovementGenerator::SetWaypointPathId(Player &)
+void FlightPathMovementGenerator::LoadPath(Player &)
{
objmgr.GetTaxiPathNodes(i_pathId, i_path,i_mapIds);
}
@@ -248,7 +248,7 @@ void FlightPathMovementGenerator::Initialize(Player &player)
player.getHostilRefManager().setOnlineOfflineState(false);
player.addUnitState(UNIT_STAT_IN_FLIGHT);
player.SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
- SetWaypointPathId(player);
+ LoadPath(player);
Traveller<Player> traveller(player);
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);