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authormegamage <none@none>2009-03-21 14:16:55 -0600
committermegamage <none@none>2009-03-21 14:16:55 -0600
commit1ae90f3e9fe544171d71398fb7f4a3ccb6dd840e (patch)
treefd7d06d68de7991744cae392904b20b9f616d07a /src/game/WaypointMovementGenerator.cpp
parent6a7467f6aeb328be8db9b4f8cd82f9abdc0cba29 (diff)
*Fix a bug that players ater flight are still considered as in flight. By DearScorpion
--HG-- branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r--src/game/WaypointMovementGenerator.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp
index 266fba73035..fd2b0b8bb86 100644
--- a/src/game/WaypointMovementGenerator.cpp
+++ b/src/game/WaypointMovementGenerator.cpp
@@ -255,13 +255,14 @@ FlightPathMovementGenerator::Initialize(Player &player)
void FlightPathMovementGenerator::Finalize(Player & player)
{
// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
- player.clearUnitState(UNIT_FLAG_DISABLE_MOVE | UNIT_STAT_IN_FLIGHT);
+ player.clearUnitState(UNIT_STAT_IN_FLIGHT);
float x, y, z;
i_destinationHolder.GetLocationNow(player.GetMapId(), x, y, z);
player.SetPosition(x, y, z, player.GetOrientation());
player.Unmount();
+ player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
if(player.m_taxi.empty())
{