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authormegamage <none@none>2008-12-24 11:20:23 -0600
committermegamage <none@none>2008-12-24 11:20:23 -0600
commit24a5af843f55a5632ecafef6b4fafc114b60b3a7 (patch)
tree0ab55bb888b09f2393b948b18a15987d0800b836 /src/game/WaypointMovementGenerator.cpp
parent184b82abccfff95b18bed81ded1b5a7e98d2dbd3 (diff)
parent4a917033c5da12c838d47bff6798434a1698655a (diff)
*Backout the patch committed by mistake.
--HG-- branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r--src/game/WaypointMovementGenerator.cpp17
1 files changed, 7 insertions, 10 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp
index 71d05d073d2..85ef44b51be 100644
--- a/src/game/WaypointMovementGenerator.cpp
+++ b/src/game/WaypointMovementGenerator.cpp
@@ -15,24 +15,17 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-
-//Basic header
-#include <ctime>
-
+//Basic headers
#include "WaypointMovementGenerator.h"
#include "DestinationHolderImp.h"
-//Accessors
-#include "Database/DatabaseEnv.h"
+//Extended headers
#include "ObjectMgr.h"
#include "World.h"
//Creature-specific headers
#include "Creature.h"
#include "CreatureAI.h"
-//Player-Specific
+//Player-specific
#include "Player.h"
-//Visual
-#include "ProgressBar.h"
-#include "MapManager.h"
template<class T>
void
@@ -42,6 +35,8 @@ template<>
void
WaypointMovementGenerator<Creature>::Initialize(Creature &u)
{
+ u.StopMoving();
+ i_nextMoveTime.Reset(0);
i_currentNode = -1;
if(!path_id)
path_id = u.GetWaypointPath();
@@ -160,6 +155,7 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
i_currentNode = 0; //Start moving all over again
else
{
+ unit.SetHomePosition(node.x, node.y, node.z, unit.GetOrientation());
unit.GetMotionMaster()->Initialize();
return false; //Clear the waypoint movement
}
@@ -184,6 +180,7 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
MovementInform(unit);
unit.UpdateWaypointID(i_currentNode);
unit.clearUnitState(UNIT_STAT_MOVING);
+ unit.Relocate(node.x, node.y, node.z);
}
}
else